a) In the case of stockpile rooms, what happens if you paint all but the edge by the doorway with restricted traffic?
Any dwarf trying to store or retrieve an item from that stockpile will look elsewhere first. It probably won't improve FPS, and would probably hurt FPS, but it depends on how often that stockpile is used, and on the fortress layout. A very rarely used stockpile marked as restricted would probably help FPS. A very commonly used stockpile marked as restricted would probably hurt FPS.
Can dwarves moving stuff to the stockpile still do their jobs correctly?
Yes. They can still path to the restricted tiles, they will just spend more effort (and thinking time) avoiding them.
b) How long of a path before A* gives up and flood-fills in DF2012?
A* doesn't work like that. A* will function like flood filling in the worst case, which is when it can't reach the destination, or if the destination is physically close to the starting point, but the actual path between the two is very long and you need to go the wrong way for a while.
Key points are, destination unreachable = bad. Having to go the wrong way to reach the destination = bad.
Anyway, A* estimates the distance between the source and target for each tile on the path. It then compares those estimates to guess which way to go. The more often it guesses correctly, the quicker it will find the best path.
Theory:
I could be wrong, but it seems to me that making a long 3 tile wide hallway in a long and narrow embark with rooms off of the hallway, and the two sides of the hallway marked as restricted, and only 1 z-level, would result in very fast pathing. Maybe an entrance "to the mines" at the very end. Or if you want multiple z-levels, make sure that you don't have rooms overlapping other rooms (or hallway overlapping hallway); everything must be in a straight line. You could also have several burrows set up that way in a more typical embark.