Yeah it's been requested a number of times before (including discussed again recently on Discord), and was brought up as early as Cogmind's first alpha releases, but there are no plans to add such a feature as it has a lot of drawbacks for both stability and gameplay consistency, not to mention the tactical value.
Technically it's not impossible to implement to some degree, but also realize that you lose a lot of important and potentially useful information by doing that (it is also architecturally impossible to get identical results, because it ends up requiring some amount of simulation in order to maintain compatibility with existing systems).
Instead I've always made sure that only very rare and/or powerful things actually take much time to individually resolve, and any things that don't meet that standard have been adjusted over the years. Of course there are still a handful of instances where regardless of individual optimizations you can still end up taking longer during certain segments due to the sheer number of units involved, like those larger events, though speeding through these things (or really anything in a roguelike) can also theoretically be a recipe for disaster...
If this was a significant or even somewhat common part of the experience, then it would need to have been built differently from the start to take that into account, but fortunately it's not so I felt it was within the acceptable limits to build it this way, which ends up leading to fewer issues.