Some mobile browsers can't do WebGL as fast as they do Canvas, for instance. Other browsers will have a huge speed advantage with WebGL.
I'm not sure if any are faster with SVG, or the relative performance between SVG and canvas. But being able to do some test renders quickly in all three modes should allow you to select the fastest for a particular browser.
Game developers are better off with a game-oriented library, IMO. Even if you used something like Two.JS to do your rendering, there are a lot of things still useful in a game library to justify using it -- and most games will need more than geometric figures.
In fact, I already enabled one: https://github.com/Automattic/node-canvas
A while back I used Choc (http://www.fullstack.io/choc/) to teach JavaScript to a high school class. A lot of Two's competitors have APIs that take into account things like performance and extensibility, but are harder to explain because of it. It was great to have a simple API that got out of the way and allowed me to teach things like if statements, for loops and functions.
Example: makemake.io (although PIXI.js is used in this case)
Is this oriented towards gaming or substitude something like d3.js or is it has a simplier api, for the developer than other libraries. Or is it a library to showcase the cool stuff that can be done with new technologies.
I think the main difference and the selling point is that it is "renderer agnostic" but I don't understand the benefits of that.