That doesn't sound too implausible. The player object has always been special, so it's possible that scripts attached to the player are given higher priority than other scripts.
I wonder how we could test this to confirm or deny it. I'd imagine the player object is generally busier than your average NPC with regard to scripts, so calling a bunch of functions on it probably isn't a fair test as they'd have to wait longer. A function like this might be a good way to test it though:
Spoiler ScriptName PlayerSpeedTest extends ReferenceAliasFloat Function Test(Int iIterations = 100000) Int iIndex Float fStart Float fEnd Float fTimeTaken fStart = Utility.GetCurrentRealTime() While iIndex < iIterations iIndex += 1 EndWhile fEnd = Utility.GetCurrentRealTime() fTimeTaken = fEnd - fStart Debug.Trace("Test results: " + GetReference().GetBaseObject().GetName() + \ "\nStart time:\t" + fStart + \ "\nEnd time:\t" + fEnd + \ "\nTime taken:\t" + fTimeTaken) Return fTimeTakenEndFunction
In order to make it a fair test, the script would have to extend http://www.creationkit.com/ReferenceAlias_-_Script, which I assume is how you have things set up as well.
I'd test it myself right now, but I don't have access to either Skyrim or the Creation Kit at the moment. If anyone wants to try testing this out themselves,
JustinOther's and my http://skyrim.nexusmods.com/mods/23782 utility might be helpful.
Cipscis