Okay, some extra explanation on pathing and why this is infeasible.
The way DF pathing is optimized, is by splitting the map into a grid of chunks. There are two levels of pathing data -- connections between chunks, and connections within the chunks themselves. Whenever a unit wants to path to a given location, it first looks up its current chunk and the location's chunk and, using the high-level connection data, sees if there is a possible path between those two chunks. It then computes the precise details of its path by looking at the connections within the chunks in its path. Whenever a wall is built, a door is locked, or other such pathing changes are made, the game updates only the in-chunk connections of the given chunk (and perhaps the chunk's connections to adjacent chunks as well, if required), which doesn't affect any pathing that doesn't involve that chunk.
This, however, depends upon an assumption that if one creature can path from A to B, another creature can as well (usually; building destroyers are a whole 'nother story), so the game doesn't have to store multiple sets of pathing data. This assumption breaks down, however, when secret passages are implemented, since whether a given creature can path from A to B may be dependent on whether the creature knows about a secret passage. The game would have to store quite possibly hundreds of different pathing data sets for each creature, at which point it would probably be more efficient to just use basic pathing, which would still be abysmally slow.
This presents a very big problem. I am afraid secret passage won't make it into DF, at least not until Toady comes up with some absolutely genius pathing algorithm for it, which might take a very long time and might not be worth the effort.