Never noticed a delay when using a baby chick hat. I've used it on all kinds of weapons even from whips to bows to swords (one and two handed types) and of course thieves with daggers.
A delay is more likely to occur from Triple Attack unless you have a decent attack speed (usually at 180+ its barely noticeable).
I dunno about that, it could be repositioning monsters appropriately on the screen, which is a good thing then in his case so he can charge arrow or move back to keep distance depending on what he is fighting. ;D
Also be aware that "hit-locking" is only true to certain extents. Hit-lock is dictated by a number for each monster in the server, regardless if it "looks that way" for the monster sprite. Very often there's disagreement between how the monster looks like it's "locked" in comparison if it recovered from hit-lock already in reality.
Use DS on Lord of Death for the ultimate and clear-cut example.
The reverse is true to certain extent as well depending on what skill we're talking about. Your ASPD dictates that you should be attacking already, but your sprite is not up to the task. It's the whole talk about why female sinx is "sprite-wise supreme" compare to males, and why using 3rd job sprite pack is a stab in your foot for paladins using shield boomerang cause that Gryphon is fat and slow like hell.
The latest svn for heRO remedies the vast majority of this problem (see those paw icons when you use skills sometimes on your taskbar?), but I won't be surprised if eA got a few issues/sprites unfixed.