I've noticed a fair few mentions of moving and ranges with squares (1-2-1-2 diagonals) and the merits of hexes versus squares. One thing I haven't seen yet though is simply directly measuring distances with a ruler or tape. It seems to me that this could work quite well. Distances in 4E are given in a flat unit, squares, you simply need to pick a scale for that corresponding to your miniatures/markers/play area. So a square could be 1 inch, or maybe 2cm. When you want to move, determine distance or judge an area effect just measure from the miniature/marker or point of origin. Adjacent can be defined as being within 1 measurement unit.
Of course this will affect gameplay a bit. Bursts and blasts will actually be slightly smaller in area under a measured system as they won't have all the extra corner bits that you get from doing it with squares. Occasionally you will get ambiguous 'on the margins' cases the DM will need to rule on. Flanking will need to be eyeballed more, with it only applying if you can draw a line from the centre of one miniature to another that passes through the centre of an enemy.
In terms of time taken I don't imagine measuring will take any longer than square counting. Pre-measuring will probably have to be standard practice to match the way any player can see how far it is all the time with a square grid.
Of course this will affect gameplay a bit. Bursts and blasts will actually be slightly smaller in area under a measured system as they won't have all the extra corner bits that you get from doing it with squares. Occasionally you will get ambiguous 'on the margins' cases the DM will need to rule on. Flanking will need to be eyeballed more, with it only applying if you can draw a line from the centre of one miniature to another that passes through the centre of an enemy.
In terms of time taken I don't imagine measuring will take any longer than square counting. Pre-measuring will probably have to be standard practice to match the way any player can see how far it is all the time with a square grid.