I’m not seeing how the new design affects the throughput needs, but I’ll say this:
Except for highly controlled environments (OS, NICs etc), you will run into perf issues with UDP-based protocols much sooner than with TCP, even if you’re just pushing zeroes. Packet switching is much more difficult to optimize.
If you only use sporadic messages without backpressure, and you’re willing and able to handle out-of-order messages and retransmission logic, by all means, use UDP. Like for realtime multiplayer games, it makes sense.
For high throughput on diverse platforms and hardware, the story is very different. Yes, even with Quic. I learnt this the hard way.
All that said, I’m very curious what the results are. Is this designed fully deployed, and if so in what kind of environment and traffic patterns? Even better: benchmarks/stress tests would be fantastic.