I may be looking at the old version of Player Control, but I see a lot of string operations. That doesn't necessarily mean the number is "excessive" though. There are several classes you will see thousands, even millions, of allocations for. b2Vec (for collision detection) is another example. This is normal.
Even if the number of allocations in Player Control was excessive, the symptoms should be different. It's an actor behavior, so once the scene changes (and hence the actor in the scene is removed), nothing should be left to point to the variables it is using and GC would free it all up.
It is worth checking that you have the most recent version of the Player Control behavior, though. Otherwise, I wouldn't expect that behavior to be the culprit. I would expect big items (sound resource files, for instance) to be the problem. Number of allocations of classes like strings or b2vecs is more likely to affect CPU time, not storage volume.