Some more info; my source will remain unnamed for now

Probably has something to do with no mail-order beer!
Essentially, there will be very little difference at all in the speed of accessing a single record in either system, as they both use the same type of memory structure for accessing the information. That is, as long as you are not modifying the information often.
It should also be pointed out that if you have 8900 records in a data file, POL does not have to read all of them just to find one record! That's what indexers are for. All this type of thing would likely be stored in fairly efficient and low-ish-level STL containers that are able to find particular objects fairly quickly by their 'keys' (UO objects, config entries and data file entries all have unique keys); again, to emphasize: In NO WAY does POL have to read any number of records beyond the one you are looking for; it just has to check the particular container's indexer.
The only difference here would then be if you actually do insert, delete or perhaps modify items. Depending on the exact container type being used to store the information in question, inserting or deleting records can cause a need for the container itself to internally have to re-index itself. For a small container, this is fast and easy - it's essentially 'instant'. For a larger container, it's still pretty fast, but depending on how much larger we're talking about, it might take a barely perceptible amount of time. I would expect this to be an issue likely only with entries in :*:itemdesc.cfg or :*:npcdesc.cfg... however, those cannot be modified while running, anyway; they can only have items appended to them.
It should also be noted that I'm referring to the 'files' still, but in reality, that's not at all what's important here. In ALL cases, the information is being loaded into memory the first time it's requested, and it's read from there... not from the file. If it was doing all reads from the file, this would all be too slow to make the game playable. However, using the 'file' is the interface we have, so that's why I'm referring to them as 'files'.
Basically, if the information in question is already being stored in an existing config, such as itemdesc or npcdesc, I wouldn't bother changing it, especially if it's a significant amount of information. Loading from itemdesc/npcdesc works plenty fast enough to access NPC and Weapon information during a combat hook, for example, while having that combat hook script take up no appreciable sysload, according to the profiles. I'd say loading info during a combat hook is likely one of the potentially most 'critical' operations that can be done (using the term differently from the meaning related to 'critical blocks' of code, thread-wise); if something works well there, then it's good.
But, if you have NEW information that must be modified now and again, the new information I've learned, suggesting that the data from both config files and from data files is stored in memory by the same means, then by all means, feel free to use Datafiles, as well. Just keep in mind that unlike config files, datafiles must be written to disk at every world save, regardless whether they have been changed... that's also likely a total non-issue.