I don't think I'll do that for a couple of reasons:
1. The difficulty of figuring that out in real time, rather than with a pre-calced pattern, speaks against it.
2. The "trap" isn't actually responding to the actions of the things walking across it, so I'd prefer to avoid making it look like it does.
3. I want the PCs to be able to figure out the pattern, given enough time, and so be able to maneuver across the room easily.
There are two real reasons I'm putting this "trap" into the forgotten temple. The first is that I think it sounds like it would be a fun place to have a fight.
The second, and slightly more subversive reason, is that in my current campaign, I've got a character who has very high scores in Tumble, Jump, Balance, and Climb. I was moving towards the Thief Acrobat PrC from Complete Adventurer before the DM nixed the book (not because the book was unbalanced, just that he didn't have time to read it). Anyway, it occurs to me that I've got a character who has spent a great deal of his skill point allotment in these mobility-based skills, and the only one I ever really get to use is Tumble.
So, I wanted to create a room wherein characters who are mobility-based can move about relatively freely, while those who have not spent skill points in such a way are at a relative disadvantage. In short, I wanted to give the other players a chance to use these oft-useless skills.