I'm wondering how this could be done more efficiently if you were to re-code the internals of the Bring condition from scratch to be super efficient/clever? Like every frame a unit writes its coordinates to some kind of 2-D interval tree to update its coordinates. Then at some point to check if a unit is in a region/location, do a log(n) query on the interval tree/data structure comparing the unit's coordinates to the bounds of each location. Only for locations that have registered for Bring conditions, etc.
I won't get into the details, but it's already doing something along those lines.
What you can do to optimize your use of the 'Bring' condition is to try to avoid invalidating the cached units list as much as you can: Only the initial 'Bring' condition gathers the list of units, and subsequent executions of 'Bring' are basically as inexpensive as the 'Command' condition for as long as you
1) Use the same location. (Note: Moving the location with EUDs won't have an effect until the cache is refreshed, so that's not a valid optimization trick.)
2) Don't execute a "Command" or "Command The Least/Most" condition.
3) Don't execute a "Move Location", "Move Unit", "Remove Unit", "Remove Unit At", "Kill Unit", or "Kill Unit At" action.
When invalidated, the next 'Bring' condition will refresh the cache once more.
The Commands condition is similarly optimized, where subsequent uses are faster to execute, and is invalidated by the "Bring" and "Command The Least/Most At" conditions (and the same trigger actions) but it is significantly less expensive to update since all it does is memcopy a few arrays.
This is why units created by the "Create Unit" action sometimes don't get detected later during the same trigger cycle, as that action doesn't flag the cache to be refreshed. Consider the following trigger:
Player 1 commands exactly 0 Terran Marine.
Create 1 Terran Marine at Location 1 for Player 1.
A trigger immediately following it with a "Commands exactly 1 marine" condition will be false, but a similar "Bring" condition will be true. However if both of those subsequent triggers exist and the Bring one comes before the "Command exactly 1" trigger, the latter will also return true as the "Bring" condition will have invalidated the cache. Vice-versa if the initial trigger is "brings exactly 0 marine".
Executing one of the trigger actions I've listed above after the Create Unit action will allow the next trigger's condition to detect the marine. The most inexpensive way to invalidate the cache is to use the "Kill Unit" or "Remove Unit" action on a player that, preferably, has no units (probably players 9-11 for example), or if not available, has the fewest units. All of the other actions will be similarly as expensive as the Bring condition itself since they are based on finding a unit within a location. Except if you wish to invalidate a Bring condition, in which case the Command condition will be your second best option after the Kill/Remove actions. The cache is also unconditionally invalidated at the beginning of every trigger cycle.