Well pathfinding basically works like this: yo take the tile the end point is at and then mark every walkable tile next to it as 1. Then you take every unmarked walkable tile next to a 1 and mark it as 2. Repeat this until you hit the start point. The the dwarf just walks to whatever tile has the lowest number over and over till they get to their goal. Traffic designations throw a little addition into this mix: you don't always mark the next tiles with 1 higher.
Normally the game actually counts by 2's. If you mark a high traffic zone it counts by 1's there so it will actually mark out those tiles and the ones touching them before it would mark a normal traffic hallway of the same length. Low traffic counts by 5s or something around there and high was 10 if I recall.
So in ten "steps" of the pathfinding bloom you would get 10 tiles down a high traffic zone, 5 through normal, 2 through low, and 1 through restricted.
By laying down restricted areas you basically say "go through ten steps everywhere else before you check this again. If there is not really any reason for them to want into what's on the other side of the restricted zone then pathfinding just won't check very deep into there and it won't have much impact on the processor load. However if they actually do want something 100 tiles deep into a restricted area then they are basically going to sweep the entire map just to figure out how to get there, and if you have a lot of dwarves doing that it will obviously slow the game down lots.
-
In my experience pathfinding hasn't really been the main slowdown in my forts. It's easy to chain up some animals and that but I have job materials stored reasonably close to their workshop so there wasn't ever a lot of long distance pathfinding. Instead I got bigger boosts to framerate from atomsmashing stone and such, though I simply couldn't ever reclaim much speed after around 40 dwarves. They both had to die and I had to get rid of the tens of thousands of items laying about.