Wait...
Reducing the path value shouldn't have an effect. Adding 1's isn't any faster than adding 2's. What *would* have an effect for A* algorithm is giving a limited number of high traffic areas that eliminates paths from the priority set.
The way A* works is by taking the starting point and checking the cost of neighboring points (the cost is the distance times the tile cost, which is the traffic value) and maintaining a list of all path options (nodes) that are ranked by cost. It then expands each path, checking the neighboring tiles for each one, recalculating the cost, resorting the list, and so on. It estimates the cost from each node to the destination and culls the list as appropriate. If it estimates that a given node is so far/expensive from the destination that it can't be cheaper than the top ranked node, it stops calculating for it.
The reason that high traffic areas (and restricted areas moreso) works is that it more quickly shoves nodes into the 'too expensive' category and keeps them from being calculated. A simple pathing algorithm expands geometrically with the size of the map, but by weighting the cost of each tile moved and estimating the cost to reach the end, most paths can be ruled out as too expensive. If you lock a room off, once the algorithm hits a node containing the door, every tile inside the room is infinitely expensive and never gets calculated. If you have a 4x4 map with normal travel cost of 2, the minimal cost to travel the map is 48x4x2 = 384 (I assume diagonal movement is cost 1, doing otherwise is computationally stupid if geometrically wrong). In that case, making your restricted tile cost 384 would effectively stop pathing on every node bordering the restricted area unless every other path hit a restricted tile. It'd be as effective as putting in a wall, except that dwarves would cross it in a worst case situation. Making your normal travel cost 4 and high traffic 1 would much more rapidly knock down nodes and reduce path costs while preventing dwarves from taking totally stupid (merely moderately stupid) paths. There should be a happy medium in there somewhere.
If you want to further lighten the computational overhead a bit, make all the costs a factor of 2: 1,2,4,8,16,32,64, etc.
I don't think that pets/animals respect the traffic costs, so adding them into the experiments shouldn't make any difference at all.
You might see lower FPS with high traffic areas if they cause more immediate interactions. More dwarves bumping into each other means that the paths need to be recalculated. That's why traffic jams suck so badly. Again, there's a happy medium here.