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If, instead, you had a Movement Rate of 1.5, you'd get to move up to 3 squares for 2 AP, but moving just 1 square still costs 1 full AP, and moving 2 squares will still cost you 2 AP as well.
Lastly, I would point out that there are other, in my opinion better, ways to increase Movement Rate than putting points into Speed. If you have a spare Attribute point to play with and it get's you from 1.9 to 2.0, then I'd do it, assuming there were no other options available, lie getting better leg armor, etc. Even if it just get's you from 1.4 to 1.5 I'd probably do it then too. I think having a whole number or half-number Movement Rate is most efficient given how the system technically works. But you can get Movement Rate enhancement as a bonus from, from light Leg Armors such as Commando and Spectrum, and you can put mods in your Leg Armor that enhance Movement Rater as well, e.g. the The Exoknee and Personnel Drive.
It's also not a terrible idea to take one Rank in First Aid and get the Emergency Response Perk. Also, Big Guns has that Move Up! Perk.
The travel distance is in tile length, but since almost no movement in the game is ever in a straight line (line in the sense of the square grid), distance for angled movement (say 5 in one direction and 2 in the other), would be computed based on pythagore theorem if there are no objects further forcing skewed movement between origin and destination. So don't overly concern yourself with abstract "speed breakpoints". The only speed breakpoint I usually care for is however much I need to reliably get a free shot from the automated weapon perk with my excess AP (AP in excess of a multiple of 4). Which will vary as you change gear or gain coordination.
Oh I guess if you are like Radiac and never play melee, you might be tempted to look for speed>SQRT(2). It's what would be necessary to move (1,1) with 1 AP, i.e. pivoting around a cover block if you risk a flank or something. It tends to matters for high AP cost units with which you usually delay coordination (like snipers and HMG).
But I play melee enough that I can tell you different angle diagonals to get next to an enemy can cost different AP even though all options are not one logical full square further than the other so-to-speak.
And from an implementation standpoint, pythagore is trivial to implement in a square-grid based game.
Is that how it actually works, as far as anyone can tell? I uninstalled the game to make room for Pathfinder Kingmaker, so I can't check.
I'll try to remember to check it a bit more thoroughly next time I fire the game up but it may be sometime. I can't make my mind on what odd comp setup to go with next run.