You are right, lots of objects with few vertices.  I figured what you said 
was the case.  So, should I aggregate a huge list of triangle strip 
vertices and push it to the batch all at once?  By push I mean assign the 
vertices directly, not using delete() and add(). I would need to set a flag 
if any objects are created or destroyed, because then my number of vertices 
will change and I will have to delete() and add(). Well, I could turn 
destroyed polygons into degenerate vertices, and only delete()/add() on new 
vertices being added. But then I worry that if I create this list then I 
have to update the color and/or texture vertices for each polygon as well. 
 Or somehow keep the vertices in order so they don't float around on top of 
the color/textures.

This is my first thought:

    global vertexlist
    verts = []
    
    if not new:     #the 'new' flag is set by space.add when a new polygon 
was added to the space 
      for ob in l:
        verts.append(ob.translate())   #translate returns degenerate 
vertices if ob is dead
      self.vertexlist.vertices = tuple(verts)

    else:
      cverts = []   #for colors
      tverts = []   #for textures.  I dont use texture verts now, will this 
work?
      for ob in l:    
        verts.append(ob.translate())
        cverts.append(ob.colorverts)
        tverts.append(ob.textureverts)
      vertexlist.delete()
      vertexlist = 
Batch(len(verts)//2,GL_TRIANGLE_STRIP,None,('v2i/dynamic',verts),('c3b',cverts),(however
 
textures are))

Thanks.  This seems reasonable.  I'll give it a shot.  If this is helpful 
then I think I can tighten it up further.

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