I do like you bringing up starcraft though. Clicks per second can largely be mapped to the frequency of the OODA loop. When I was following the broodwarAI bots a couple of years ago, usually the better bots tended to have a much higher meaningful clicks per second than worse bots. This of course, isn't necessarily causative, since the better algorithm may spend more time on analysis so that it clicks less, but each click is more valuable.
But I think you are right, in that the bigger idea OODA was that the reason the pilot who came up with the idea originally was using it to describe why his largely inferior plane was able out dogfight enemy planes. That the plane he was in had more responsive controls, which allowed him to react faster to his opponent, and also to keep forcing his opponent to get stuck reacting to his actions. His basic tenet was that because his plane was more responsive, he was able to keep forcing his opponent to have to go back the start of the opponent's OODA loop every time he changed course, thus wasting precious time observing and reorienting.
Col. Boyd wasn't just talking about fighter pilots. Much of what he was talking about have a lot of relevance to fighting in general. I find a lot of skilled martial artists breaking someone's tempo. Musashi and Sun Tzu have talked about it in each in their own way.
Put it this way. I have a friend who regularly beats people on first person shooters. He does not have fast reflexes. He just knows how people think and react and can manipulate them.
But I don't really care. It isn't as if I were going to go out fighting someone seriously anytime soon. And if I were, I wouldn't want to teach my adversary how to use OODA properly.
Having said that, AlphaGo and the deep learning starcraft bots look like they are starting to approach that kind of exploitation of the adversay's OODA.