Adjust your Clipping Planes
Comparing fps just from clipping changes
Disable objects until you need them.
I send the mirror a player reference from a general manager that contains a reference to every object in my scene, in my case this is natural for this style of work but for more static based rooms actually built in the editor, a simple manager will do.
I have a parent of the mirrors turn them on when the player is close and turn them off when the player is far. This helps a great deal with framerate, and as of yet comparing distance has not caused me any problems
Use Coroutines when possible to help save framerate.
yield return new WaitForSeconds(5);
for (int i = 0; i < eyelidTextures.Length; i++)
//go through each texture
//wait a certain amount of time
yield return new WaitForSeconds(timeBetweenFrames);
//choose a random amount of time to wait
var t = Random.Range(timeUntilNextBlink.x, timeUntilNextBlink.y);
yield return new WaitForSeconds(t);
Bonus: Check your objects are built correctly
This will also reduce the amount of extra verts Unity likes to create when importing a model.