Example map showing SC freezes when modifying unit dimensions to 0, as per this thread:
http://www.staredit.net/topic/17580/1. Marines are created at the terran beacon and the floor hatch on an 18 DC timer. If you move the pre-placed firebats to the terran or protoss beacons, SC will freeze when the next marine is created/moved. If you move the firebats to the floor hatch, no freeze occurs. The freeze depends on the size of the location involved: the locations larger than the floor hatch (the largest unit in the game) are safe, but the small locations cause the unit-finder infinite loop, resulting in a freeze. Moving the firebat to the zerg beacon doesn't cause any problems.
2. When the countdown timer reaches 1 second, firebats will begin being spawned alongside the marines. At this time, if you move your starting firebats onto either beacon, WHILE wraiths are being spawned, no crash will occur and your firebat will be moved onto the protoss beacon alongside the marines and be ordered to the grassy knoll where they're removed. This appears to show that when a firebat is created, existing firebats will lose their freeze-causing size anomaly.
3. If you grab one of the new firebats and move it to the bottom beacons, it won't result in a freeze.
4. If you edit the map to prevent the wraith from being created (eg, uncheck the 'create wraith' trigger action, leave everything else unchanged), then once the timer reaches 1 second (when it WOULD have spawned the wraith), moving a pre-placed firebat onto either of the beacons will result in a freeze again, despite the creation of firebats ongoing. Somehow stopping the wraith being created now makes the firebat freeze stuff, even though at step #2 and #3 these freezes didn't occur.
5. Edit the map again to restore the wraith creation, but this time uncheck the wraith move action. Now once wraiths begin being created, moving a pre-placed firebat onto either beacon will again NOT result in the freeze and produce the same safe results seen in #2 and #3.
So it seems having a unit with a dimension of 0 is somehow unsafe when it comes to 'move' actions for that unit type, even if the unit doesn't exist (#4), but only for pre-placed units that also have a size that was changed after the map began.
Weird.