Is it slow to move a rigidbody's child/compound collider?

So, I have a rigidbody, and I also have a collider parented to it. – Is it slow to move the collider directly, even though it a child of a rigidbody (and thus is not static)?

What about if the collider is moved via an animation?
In our game we have a character with colliders attached to each of his major bones; they are triggers and act as hitboxes for a sort of FPS type game. At the root there is a rigidbody. The character is animated via an Animator. I am also running a script which modifies the animation by moving the character’s arm and leg transforms. – Is this slow, and if so, why?

If I gave all of the hitboxes kinematic rigidbodies, would this resolve the slowdown? Would the animator still cause slowdown? Would it still be slow to manipulate the character’s transforms? If so, why?

I don’t know whether or not it is slow, but I will simply tell you to not worry about. Game optimization is something done towards the later stages simply because you will spend more time over analyzing every little thing and trying to ‘optimize’ but will only end up ballooning your development time.