If you are concerned about performance, the best thing you can do is make sure that as many of your Draw calls as possible use the same texture parameter. You can do this by putting your sprites in the same texture and then using the sourceRectangle parameter. When you do this, SpriteBatch is able to "batch" your "sprites" together into just one or a few draw calls which really improves performance.
Nothing you can measure :-)
Take a look at the code with reflector - you will more than likey see that they all call to a single overload filling in the missing parameters.