SWaff, remember that time still ticks by during the pausing animation. This trick is only useful on B1 A/SA, or a similar level where you're stuck waiting for something (in this case the first door to open). Doing multiple quick pauses would save a further 16 frames (for the second one) IN THEORY, but to do the quickpause you have to remain motionless for the time it takes to do it. By the second quick pause, the first doors are already open and you begin to lose time from doing this.
Silo 00 you reach maximum pausing speed by the 4th pause. And you lose time from quickpausing at the beginning of the level, so I can't see this being too useful here, if even at all.
A/SA is another matter, where you only use one pause. If you anticipate one of the doors guards open for you to be slow, try a quickpause while waiting for it to open. Will give you a tiny edge on the pause for the camera.
It could save a tiny fraction of a second on Dam 00 though. If you get a slow-ish gate, do a quick pause or two while waiting for it to open, saving about a quarter second/third of a second when you pause for the covert modem.
Other levels where you have to pause for something are: Aztec (do quickpauses while waiting for guards to open glass door), B2 (quickpause wont be any use here), Facility (if you anticipate any one of the doors guards open for you to be slow, do a quickpause while waiting for it to be opened for you. A bit riskier on this one), and Frigate (worthless).
And to whoever had mentioned it, the 0.5 seconds this saves on B1 SA _is_ assuming perfect execution (im pretty sure I had said this when I mentioned the results of my test before). I imagine with some practice it could easily become second nature to have the timing of the double-tap for quick pause down, doing at just about as fast as it possibly can be most of the time.
I think that about covers the quick pause.