Game Won't Run in Instruments

I have an issue where reloading a scene causes my game’s device version to slow to an almost-frozen crawl (it works fine in the Unity editor). I checked for leaks with the DetectLeaks code and found none. It was recommended to me that I test my game in Instruments to check for leaks there.
I have tried that several times and found each time that the game launches to an intro scene (with a cube with a script on it to load the game scene), but when I try to load the game scene, the object allocations shoot way up but the scene NEVER loads - even after a couple of minutes have passed with no activity. On the device running outside of Instruments it loads fine the first time but the second time it loads it crawls - though it does load.
I am at a loss here how to proceed with this. I have tried numerous other (non-Unity) projects in Instruments and never encountered anything like this.

I am not sure how much this helps, but the scene that is not loading and is basically stalling out on reload has 24 draw calls and 2.1k tris so it doesn’t seem like it should be super heavy for the device or for Instruments…

and how many / how large textures?

22 textures at 4.8 mb. I haven’t optimized yet so some are larger than they need to be. Would a lot of textures make things freeze up in Instruments like that?

What sizes do they have, what format?

22 textures at 512x512 without compression for example would be more texture memory than you have at hand (~20mb) on the iphone

Yes, Instruments require quite a lot of memory on the device side to run.

Several of them are 512 by 512 but they are all set to the standard Auto compression format in Unity.