I'm worried that lag nazis will use this post to flame other people, but hopefully knowledge is always ends up being a good thing. But I digress.
So, I went to Moopf's island (Numbukulla) to try and injure his sim with my scripts. (Thanks Moopf!

So, the lag that I'm trying to measure is server lag. I'm using Server FPS as my metric.
Some important details:
Numbukulla
Oct 27, 2004, SL v. 1.5.5
Sim CPU: 0.5
Agents: 1 (ie. me)
Child Agents: 0
Unloaded Sim FPS: ~6000, fluctuates up and down by 500 for no apparent reason. (random cruft in the sandbox)
I am assuming that the compiler does not perform any optimization in any way.
One thing I should suggest before we look directly at any numbers is that if your sim FPS is > 100, everything is well. The server is busy toiling, but it's doing fine. There's no need to bring out your pichforks just yet. (eg. if your server FPS never drops below 200, there's no need to have to mix words with anyone

In all these experiments, it's 1 script, in 1 default prim. The script only contains a state_entry() function, no listen/timer/sensor/touch handlers of any sort.
I would guess that the error on these measurements is maybe +- 30%. Experiments were perfomed in the order listed:
Beginning Experiments:
Server FPS = ~6000fps.
--- Spinlocks ---
256 spinlock scripts: ~300 fps
Deleted: ~6000 FPS
32 spinlock scripts: ~4000 fps
16 spinlock scripts: ~5000 fps
256 spinlock scripts: ~300 fps
320 spinlock scripts: ~70fps
256 spinlock scripts: ~300 fps
192 spinlock scripts: ~900 fps
128 spinlock scripts: ~2000 fps
64 spinlock scripts: ~3500 fps
Deleted: ~6000 FPS
--- Listens ---
Listen on a high channel (no listen handler)
16 listeners: ~6000 fps
32 listeners: ~5400 fps
64 listeners: ~4700 fps
128 listeners: ~ 3500 fps
256 listeners: ~2300 fps
Deleted: ~6000 FPS
--- Empty scripts ---
Empty script:
256 empty scripts, ~6500 fps (Now you know how inacurate these measurements can be)
Deleted: ~6000 fps
--- 1 second timers (no timer event) ---
32 1 second timers: ~5400 fps
64 1 second timers: ~4400 fps
128 1 second timers: ~3300 fps
256 1 second timers: ~2300 fps
Deleted: ~7000 fps
--- 1 hour timers (no timer event) ---
1 hour timers (no timer event)
32 1 hour timers: ~5700 fps
64 1 hour timers: ~4600 fps
128 1 hour timers: ~3500 fps
256 1 hour timers: ~2300 fps
Deleted: ~6500 fps
--- 1 hour llSleep(); ---
32 1 hour llSleeps: ~5700 fps
64 1 hour llSleeps: ~4500 fps
128 1 hour llSleeps: ~3400 fps
256 1 hour llSleeps: ~2400 fps
Deleted: ~6000 fps
--- llSensorRepeat() 96 m sensor, all avs (ie. me), 1 second ---
16 sensors: ~5300 fps
32 sensors: ~3500 fps
128 sensors: ~2400 fps
256 sensors: ~1400 fps
Deleted: ~6500 fps
... At this point, someone reminded there was a lunar eclipse outside. So I abandoned my experiment and went outside

Overheard: Asset & other centralized servers are crumbling at this very moment. I didn't personally experience anything unusual. So, grain of salt and all.
Cheers,