I said it wasn't true, and I made a test-map (in JASS though).
Your map clearly proves that waits are much slower than timed events though
This is the table of results I found while testing:
| Wait Time: 0.01 sec | Wait Time: 0.10 sec | Wait time: 0.20 sec |
Avarage Wait: | 0.1356 sec | 0.2243 sec | 0.3191 sec |
Minimum Wait: | 0.06 sec | 0.16 sec | 0.27sec |
Maximum Wait: | 0.20 sec | 0.29 sec | 0.37 sec |
This was tested with absolutely no other triggers running, and as efficiently as possible.
The first wait is (I believe always) equal to the "maximum wait".
Obviously waits are pretty crappy, they're quite random and work better/worse depending on the conditions.
In a multiplayer-map with a lot of heavy systems, waits will be much slower than in my testing conditions (again: as smooth as possible).
Additionally: I did test it with a timer (and a timed event, but both worked equally well) inside the World Editor, so that might have affected my results as well (in comparison to actual software to test it, but I don't know what I could possibly use).