I urged Pradu to implement sub-min time controls, but so far he did not yield to my pressure.
Especially when I will have implemented multi-session time controls, it will be essential that the the /TC parameter is passed as an arbitrary string, not as a number.
But WinBoard 4.3.13+ offers a very easy work-around for PSWBTM's lack of support for sub-minute TC: play both engines with a time-odds factor of 60, in -timeOddsMode 0, and the number given in PSWBTM is interpreted as seconds, rather than minutes. You could put the required commands simply in the winboard.ini file.
I agree that for extremely fast games, like sub-10sec, match mode while re-using the engines might offer a speed advantage. But it is exactly the reusing of engines that causes me most trouble in match mode. If one of the engines hangs, the whole match is dead, and that engine will just suffer one time-forfeit after another. Engines that support 'ping' only solve that to the extent that the match hangs after their first forfeit (which is even more detrimental if you automatically play a batch of engines.
Perhaps I should add a time-out on 'ping', that if an engine does not respond within a given time, it is killed and restarted even when -reuse is in effect. But the problem is that killing under Windows does not seem very reliable. So in this approach the number of hanging engine processes might abound, corrupting the remainder of the match by overloading the CPU. This problem also occurs when using PSWBTM, but there you can at least use a kill list to kill engines known to be buggy after each game.
In fact PSWBTM also uses WB in match mode, with "-mg 1". (I guess this only serves to automatically terminate it.) I did request Pradu to also supply a variable number of games, so that you could play every position, say, 10 times in a row even under PWBTM, and save on engine startup time. Then you would have the best of both worlds: the engines would be reused a number of times, but if they hung you would recover within a reasonable number of games. Actually there are tricks to force WB to use a larger number of games even when running under PSWBTM, by hiding the -mg command in all engine installs, as the engine options overrule even the command-line options. But I am not sure how PSWBTM would handle the PGN. I think it edits the tags, and it would likely only edit the tags of every first game of the match only.
Anyway, I put the auto-increment in. Automatic rewinding through new command-line options will be supported in the next official release.