as I mentioned at another thread, code optimization lead to a huge performance improvement of my pathfinder. I simply tried out what you suggested, and it really works using one update loop for all the units resulted in processing time drop from 35ms to 17ms, and more than 10fps increase in case of stencil shadows, by eliminating separated actions containing 600 wait(1); in total (beside some other fine tuning and extended functionalities)
with stencil shadows for units and buildings, and static lightmap for vegetation:
with pssm shadows for units and buildings, and static lightmap for vegetation (much lower fps):