Thanks for the GPG tip; I'll look at it when I get the chance. While I can't use either Scout or Instruments, from seeing screenshots I already have some ideas (e.g. showing UI events in Instruments - can be generalized to show any event the user wants, e.g. keypress, entity spawn, resource load, etc.).
I originally didn't think about a CPU usage graph since all of my games (PC obviously) just used all CPU time they could, but it makes sense. I think instead of thinking of 'minimap' and 'plots' as separate ideas, I'll just have a big minimap showing plots with whatever variables the user wants, not just frame lengths; so the user can jump to the frame depending on whatever variable (frame length, CPU usage, time spent in a zone of interest, etc.) they might be interested in.
As for profiling on Linux, I suggest looking at 'perf'; it's rather badly documented, but typing 'perf' into the console on Ubuntu/Debian/Mint will tell you what package to install (probably 'linux-tools-common').
'perf' is a set of tools, originally made for profiling the kernel but very useful for profiling anything. The most interesting tool IMO is 'perf top', which is like 'top' but for functions (and can drill down to assembly) - so you can see e.g. which functions spent most time during the last 10 seconds.
It can also see many things other than CPU time (data accesses, cache accesses/misses for all caches, branches taken/mispredicted, etc, and if you look at CPU-specific documentation, a lot more).
Links for 'perf':
https://perf.wiki.kernel.org/index.php/Tutorialhttp://linux.die.net/man/1/perf-topCallgrind is excellent but not so much for game profiling, unless the game has no graphics.