SharedArrayBuffer is a nice primitive that allows multiple Threads (or WebWorkers) to work on data in parallel. The additional primitives they're proposing offer quite a bit of flexibility. For one, I would really like an easy `new Thread(fn).asyncJoin()` to create a Promise to do expensive CPU-bound work. There are a few npm modules that do some version of this but it can be slow.
As for the concurrency model, it should be possible to delegate tasks to a pool in this one. Map an array of input data and functions to an array of promises, then Promise.all() or Promise.race() on them.
I'm also struggling to understand what tier of performance you're aiming for, since you're hoping to boost performance by using a Thread in JS when, in node, you can already code expensive computation in C++ and expose a binding back to JS (which to me makes more sense in the context of game design since that's basically what most already do with Lua--this would just be in reverse).
And, as a follow-up, why introduce a new concurrency model that's based on Java instead of, say, creating a concurrent "event pool" where execution order isn't guaranteed and callbacks are executed with maximum concurrency (edit: to clarify, I mean maximum parallelism)?