Smallest delay I can institute with water is ~20 ticks. Too large.
I have another idea too. When dwarves can reach the pressure plate from a diagonal direction, they take about half again as long to step to the stockpile. I'm building walls to prevent diagonal access. I'll see if that helps or not (I suspect not, frankly).
Still haven't had particularly poor results though (ie, everything's running about how it did under my investigation). Tried using stone; it worked about the same as furniture or mechanisms for me.
EDIT: Blocking diagonal access to pressure plate showed improvement in efficiency, decrease in throughput. Efficiency (perfect hauls as a percentage of total hauls) jumped to 95%. Throughput fell, from 45+7 hauls to 36+2 hauls (in 1 season). Test was performed with a single, enters-from-the-west undump, fed by a 4x4 feeder stockpile; observation suggested feeder stockpile size has no effect on throughput (ie, no observed hauls were from feeder stockpile). Test used stone rather than bars and blocks; that probably contributed to decrease in throughput (probably greater distance to stone, greater weight). Reports by others have indicated that stone led to worse efficiency (not observed by me-- I suspect weight has little or no effect), so perhaps that might catapult the "no diagonal access to plate" innovation into "recommended."
For the future, any real-fortress undumps I make will involve blocking diagonal access to the pressure plate. More investigations need to be performed though. I don't feel findings are significant enough to warrant editing introductory post-- prove me wrong, please.
Observation of dwarves showed occasional doubling of cancellation spam-- dwarf would drop item and cancel, then immediately cancel again. Suspect main reason for extra cancellations is jobs that path through the hatch. This is good news for labor efficiency, bad news for framerate. My guess is labor efficiency is very high, probably very close to normal stockpile efficiency.
Thinking about it, labor efficiency shouldn't be related to object pool size, not so long as a feeder stockpile is used (of any size), unless orientation of undump plays a role.
Edit2: I think I just realized why I've been having better luck than many: I haven't actually been taking goods out of the stockpile, only putting them in!
Every single trip to the stockpile to retrieve a good is going to lead to blocking off of the inaccessible square, leading to job cancellation if a haul is in process. Assuming non-stop hauling and non-stop access, that drops labor efficiency significantly.
Again, this is something that is going to be affected heavily by the existence of a properly sized feeder stockpile. The feeder stockpile should always be closer to any dwarf than the undump. That will reduce the incidence of taking from the undump (and breaking hauling) until all goods have been stockpiled, at which point breaking hauler path stops being an issue.
It's a really good reason to avoid this with food, which is an item with very frequent requests-- much more frequent than deliveries. Every time a dwarf takes a hunk off of the *Forgotten Beast Meat Roast*[340], he's going to break the pathing of any dwarf delivering a new roast. This can be avoided with a small, nearby stockpile that takes-from the undump: it reduces food accesses due to stack size. (Yeah, that means you need a feeder stockpile for a feeder stockpile. Might want to just skip it.)
If hauling has been completed, as can happen with a lot of goods, it stops being a problem. Otherwise, with simultaneous access, you see goods littering the pathway to the undump.
Even more than before, I feel like this is a good tool for maintaining empty space on an existing stockpile, but a poor tool when used alone.
A good dropping undump would also solve this problem, by causing all accessing dwarves to use a different path than the delivery dwarves. (My dropping undump worked, but was overly complicated, hell to build, and had major throughput problems.)
This suggests bad things for food undumps, so-so things for refuse undumps (low number of requests, okay when appropriately fed), good things for finished goods undumps (seasonal access only suggests good throughput the rest of the year). With the way many of us play, stone and furniture would also work well (constant hauls, intermittent building projects). Raw materials still require a good-sized feeder stockpile. Mass pit stockpiles would see problems, with simultaneous stockpiling of creatures with cage refills, but it would work itself out, probably worth the trouble of keeping an animal stockpile clear. Goods that you somehow have to make but that have zero application (mandates) would be perfect. Difficulty in sand bag stockpiling almost requires an undump, but you'd still want a well-sized feeder stockpile. Splints, gypsum, crutches, and similarly stockpiled but only occasionally accessed goods form the ideal candidate for undumps, with single tile feeders working fine.