I agree that the talk raises a lot of questions. Hopefully that's a good thing, as I think they deserve the attention of curious people!
Regarding the mismatch between 3D hardware and 2D rendering, we'll need hard empirical numbers, but the approach I'm taking is basically to write a software renderer (not unlike Cairo or even libart which predates it), just one that's designed for massive parallelism so it can run on the GPU. This will have performance characteristics more similar to Cairo (just faster as so much more throughput is available) than rasterization-based approaches. The latter really fall down when there's soft clipping and lots of blending, as that requires generation of intermediate texture buffers. I do address this in the talk :)
I hope I will have more solid answers for some of these questions before long.
It's interesting to note the parallels (no pun intended) with raytracing, in which everyone said it was impossible to improve over the CPU right up until people discovered how to effectively partition with acceleration structures and now raytracers are doing more and more on GPU.
But even if it is slower, there may be advantages of moving the rendering to the GPU, like leaving the CPU to do other stuff, less power usage overall, more RAM available, etc.
The key word here is "forward rendering". There exists no forward rendering primitives on GPUs besides triangles.
Your doubts are entirely unfounded. Every mobile device uses Skia-style hybrid GPU/CPU rendering entirely due to performance, and power consumption didn't take a hit from it.
There's a question of why this hasn't also happened on desktop, but I think it's just because nobody cares if desktop GUI performance is garbage. It's not touch-driven, so it's less noticeable. It's not front & center on reviewer comparisons like it is/was for iOS vs. Android. And since so much is web-based, the number of commonly used GUI desktop apps has plummeted.
And on platforms where Cairo is relevant there's bigger problems in graphics than rendering speed anyway, like the abysmal state of composition foundations (aka, X11 still being so common and wayland being stuck in permanent not-quite-there).
Even decades old Cairo is beating VulKan/GPU based renderers like Skia in some tasks. Can it be that hardware intended for ML or 3D-graphics is not suited at all for 2D rendering (parallelism vs. pipelining)? How will WebGPU solve those problems?
To me this talk raises more questions than it answers...