Would abuse of inheriting from extended MonoBehaviour hurt the performance?

public class ExtendedMonoBehavior : MonoBehaviour
{
private static bool _isServer;
public static bool isServer
{
get
{
if (_isServer == default(bool))
{
if (UnityEngine.Object.FindObjectOfType(typeof(Server)) != default(UnityEngine.Object))
{
_isServer = true;
}
else
{
_isServer = false;
}
}

            return _isServer;
        }
    }

    private static EventDispatcher _eventDispatcherComponent;
    public static EventDispatcher eventDispatcherComponent
    {
        get
        {
            if (_eventDispatcherComponent == default(EventDispatcher))
            {
                _eventDispatcherComponent = (EventDispatcher)UnityEngine.Object.FindObjectOfType(typeof(EventDispatcher));
                if (_eventDispatcherComponent == default(EventDispatcher))
                {
                    throw new System.Exception("Can't find EventDispatcher in your scene");
                }
            }

            return _eventDispatcherComponent;
        }
    }

    public static T[] ConvertToArray<T>(IList list)
    {
        T[] ret = new T[list.Count];
        list.CopyTo(ret, 0);
        return ret;
    }

    public static Dictionary<GameObject, GameObjectParameters> networkedGameObjectsWithParameters = new Dictionary<GameObject, GameObjectParameters>();
    public static Dictionary<NetworkPlayer, NetworkPlayerParameters> networkPlayersWithParameters = new Dictionary<NetworkPlayer, NetworkPlayerParameters>();

    public static IControllable controlledComponent=default(IControllable); // client only
}

so on and so forth… of course i have all my scripts inheriting from it.
I could put them into other script using extension methods instead.
would that make me cry in the long run?

There’s no technical reason that this shouldn’t be ok. It will make your code more complex over time, but that’s down to being strict with your code standards.