If you can in _any way_ achieve a method of using the existing android ui components and making them faster, this is a massive win.
Games (and often multimedia creation apps) have been rolling their own UI for a long time.
So games have always been the fastest, most optimized performers on any platform.
This isn't about games though - this is about regular ol' apps, many of which are incredibly slow and could really use the 8x performance improvement that these folks have been able to achieve.
As a mobile dev myself, I don't think mobile platforms are moving away from Obj-C or Java. Sure, we have a lot of custom-built widgets to overcome shortcomings in what Google/Apple provides, but ultimately they're subject to the same performance limitations that plague the stock widgets. Nobody out there is digging into low-level OpenGL optimizations to write a custom navigation bar, for example.
Most devs use some kind of wrapper library like Cocos2d to take the pain out of raw OpenGL, of course, and they can usually get by with much simpler library of widgets than the OS itself has to provide.
IMHO, the biggest problem with Windows Phone 7 (that wasn't emphasized much in all comparisons to iOS or Android) is the lack of support for native code. Whether this was done for legitimate reasons (like portability between ARM and x86) is not really important, what's important is that C++ is the language most games are written in and if you lack the support for it, then most games will only get ported if your platform is a clear winner, which is not the case yet for Windows Phone or Google TV ... therefore from what I know, Windows Phone 8 will have support for native code, because it badly needs it.
So I wouldn't worry too much about it.