That should not make a difference. A grid of cost 2 squares should behave the same way as a grid of cost 1 squares. Its the interaction between different costs that makes the difference. Such is theory, anyway, if you have done any testing then let us know.
I'm also wondering if people have good ways to counter pathfiding slowdowns. I still can't get my head around the Traffic features (I know these are older then the new version). How does one use these effectively.
These features change the cost of pathing across a square. By default, a dwarf will pathfind 12 squares past a restricted zone before it attempts to path through it.
So, for instance, if you have a room just before a corner, normally dwarfs will attempt to path into the room to get round the corner. If there is no such shortcut,they will back up and path along the corridor. Putting a restricted zone in the door of the room will cause dwarves to first pathfind around the corner and only back up to the restricted zone when they have exhausted their attempt to enter the room from the far side.
This makes pathfinding into the room more expensive, but makes pathing around the corner cheaper. If the room is only occasionally visited and the corridor is heavily travelled, this will result in improved performance overall. On the down side, you need to do this throughout your fort for it to make a measurable difference.
In short, use restricted and high traffic zones to guide pathfinding towards the most common path through an area in cases where heading straight towards the destination won't get you there, forcing pathfinding to back up and try again.