The Colonia Engineer upgrading might be an interesting previous example for trying to predict this sort of thing with CGs.
The initial targets for that were set so that roughly 100,000 upgrades were needed to move a module to the next grade - so 100,000 G1 materials for the G1->G2 upgrade, more expensive for the higher grades.
They'd held a Research CG in Colonia not long before, and that had had 330,000 G1 materials handed in during the week. So based on that you'd get ~3 G1 upgrades a week, though spread out over the different modules it would take a few months to get them all to G2, and then keeping on that rate you'd finish the project within about a year.
Obviously, that didn't happen. Partly, it was slower because to hand the materials to the engineer you had to do it one roll at a time, rather than just saying "donate 300" at CG the research contact in seconds. But mainly it was because the CG itself provided visibility and coordination that wasn't ordinarily there. After three months of solid effort we'd got a few modules to show "5%" progress (the minimum displayed increment, though we were able to deduce some 1% progress from sort ordering)
Even when they reduced the thresholds by roughly 98% - which put a few of the more popular modules to "nearly complete" overnight - it still took almost three years to finish the job.
Similarly station repairs. Back at that sort of time, trade CGs tended to get 10-20 MT a week, so a 10MT station repair target, especially since it didn't have a hard deadline, must have seemed quite reasonable. But even after a >90% reduction most of them sat unrepaired for months until Op IDA could get round to fixing them.
Even without questions about bond hoarding and whether that matters, unfocused effort is going to be way less effective than a CG, most of the time - and the interface is not really set up to encourage fully-focused effort either. It wouldn't surprise me if - again - the thresholds are going to need a substantial reduction to get the balance to be where it was intended.
Since uninhabited systems for Alert and all systems for Control have nowhere in-system to pay in the bonds and only combat listed as a means of moving the progress bar, I'd assume that this means the bonds aren't relevant.
(Worse option: they are relevant and that's why none of those systems have moved even slightly)
I'll add it to the "questions" list.