Note that games are based on main loops + events, for which JITs are optimized, while compilers are typically single run-to-completion, for which JITs aren't.
So this might be a very different performance profile.
*edit* I had initially written "single-pass", but in the context of a compiler, that's ambiguous.
Basically I'd be interested to know what the bottlenecks in tsc are, whether there's much low-hanging fruit, and if not why not.