As to existing pathing, it's not so simple.
As for just using layout, I had pictured maybe something like this:###############
++++++++++++++#
#+###########+#
#++++++++++++++
###############
I would suspect they'd choose a specific route based on which side they entered.
Probably would be the same if diagonal steps won't make AD cheaper than AB, because straight step-distances of BG and DG would be equal.
###############
A+B++++++++++C#
#D###########E#
#+++++++++++F+G
###############
But since diagonal steps are pathed, it depends on
how exactly they are compensated for (to avoid "strafe run" thing) and how this works for the specific map fragment.
So let's try a symmetrical case:
###############
#+B+++++++++C+#
+A###########F+
#+D+++++++++E+#
###############
We know that A* is best-first. Does this mean that traffic costs of the
nearest tiles is everything, while traffic costs of a no-choice corridor don't matter after one step in? Yeah, A* is anisotropic due to short-sightedness - it's
very visible in FreeCol (which is A* too). The question is whether DF flavour works the same way.
If it's like that, you only need to set a few tiles: high-cost B and low-cost D will always prefer D when pathing from A to F, but for pathing from G to A it will be just an "open path" for lack of local alternatives. And the opposite for low-cost C and high-cost E will give us consistent right-side walking.
I have seen more of the opposite, so maybe pathing goes
from the destination to the dwarf.
Also, this example assumes that A and F are origins and destinations. It's not the case, so the calculated distances between tiles one step north or south of them and target to north of south of the line will not be equal just because we see that there are two bottlenecks.