If "just wait until Toady gets around to it" isn't enough for people, then a real investigation into pathfinding should start with trying to reproduce the existing DF pathfinding on actual maps (via dfhack) and establish plausible test scenarios that demonstrate the slowdowns observed in real games. You can't make any progress on a solution until you know what problem you're trying to solve.
This has been done, however.
There have been threads specifically on testing out FPS results from different build strategies. This is why things like using ramps instead of regular stairs are used by those wanting a little extra edge in FPS. As Phoebus was recently pointing out, the game prefers to look for ramps over looking for stairs. The game will check for ramps before settling on stairs if no ramps are around, and as such, you save the game on 8 failed checks (although you probably will fail a number less than 8 if your spiral rampway requires going "backwards" horizontally in order to move the correct direction vertically, which will happen about half the time in a spiral ramp, but it is still faster than failing all eight diagonals every time before settling on just moving straight up or down).
While I disagree with Phoebus's assessment of what is the "tweak" and what is the "standard", his math is borne out by actual in-game results, and is verifiable.
Likewise, there have been threads which detail testing of how the A* is set up, and how the pseudo-ideal fort shape is a giant cube of up/down stairs that has no walls whatsoever, and allows dwarves to pathfind freely through space. (Making everything ramps would be more ideal, but impossible since you can't stack ramps on ramps.)
The reason why pathfinding takes up so much processor time is because the game needs to randomly access very large amounts of memory in nonsequential (functionally random) order, meaning that the typical pipelining performance boosts generally just burn processor power for no gain. The CPU has to idle while waiting for memory fetches of a huge number of tested tiles in a maze that are stored in very large vectors.
This is why the focus of all of this talk about pathfinding has been on one major issue: accessing memory less often.
This is why nodal pathfinding is faster, because you are capable of bundling many accesses to memory all into one single access to memory.
The fact that nodal pathfinding is faster is entirely verifiable, regardless of how, specifically, Toady implemented some special alteration of A* or not. Simply having to perform less idle times waiting on memory fetching will
always result in faster performance, as you are basically getting the computer to make educated guesses about what tiles are going to be more likely to have an optimal result, and as such, no longer have to test every single individual tile by trial-and-error, waiting on a memory fetch for every single one.
Properly implemented hierarchical nodal pathfinding will undeniably result in less memory fetches because you bundle the guesses and data of multiple fetches into single accesses of memory. The actual amount of memory bandwidth the game uses is fairly small, as the game has to wait on each memory fetch sequentially, meaning passing a larger abstract data structure would not have any negative performance consequence due to a memory bottleneck. By passing a node that abstractly contains the data to pathfind through an area consisting of tens or even hundreds of tiles in a single fetch of memory as opposed to tens or hundreds of fetches as the computer blindly trial-and-errors through each individual tile, you are speeding up the pathfinding process by an order of magnitude or two, at the cost of the memory consumed by the data structure, and the processor cost of building and updating the data structure.
These things are not really disputable. What is really disputed is where, exactly, to strike the balance of the costs in return for the benefits. (Or, in many cases, explaining how all these things work.) To say that nothing about the process is knowable is an almost solipsistic approach.