I don't buy it. If you need to shave some bytes the first thing you do is look at the map file or run a binary analysis tool to figure out what the best candidates for optimisation are.
And if your performance is poor the first thing you do is add some debug code to measure what is taking too long and where the biggest gains can be made.
The whole point of these tools is to make this stuff easy to find.
At the end of production coming up to release is when there'd be a wider focus on general perf / memory usage to get everything to fit for the final release build. In my anecdote above, the reason I happened to find an example of reserved memory was just that I happened to be the first person to go looking in the right place with the right tools, not due to any particular skill or experience on my part (I was pretty junior at the time, this would probably have been around 2004 towards the end of the PS2 / Xbox console generation).