Why is the startDrag() lag so choppy?

I have tried increasing the frame rate, it doesn't help.
I am compiling using AIR for iOS and running on a first generation iPad.
I have simple movie clips that get dragged around the screen. No memory hogs, it's just a little kid's game. And yet startDrag() and startTouchDrag() are really choppy. It's like dragging on one of those old 1 frame per second machines. My finger will land and .75-1 second later the Sprite will catch up. 1 second is a long, long time in a user interface. Other similar apps (not written in Actionscript) have smooth, silky drag functions. Even my 3 year old daughter notices how bad the lag is.
Is this just an AIR compiler problem, or am I doing something wrong?

Yes - actually the movie clip being dragged is nothing but dynamic text (I changed this from when I wrote earlier saying they were simple graphics. I had to make them dynamic. It didn't effect the drag). But that's the only thing going on.
But I have other apps where I drag dynamic text around and it works just fine.
Is there a setting in fonts embedding or something like that that would make it better?
(Hm, I just thought of this...in my other apps the dynamic text is being dragged over a bitmap and in this one it's being dragged over a vector. Would that make a difference?)

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