Okay, so reading all through this.
It looks like we're talking about an optimization, one of those things you can do on consoles, when you know exactly what hardware you'll be working with, and can take advantage of behavioral quirks.
It also looks like we're talking more along the lines of bursts of speed, rather than sustained speeds. That is helpful for some tasks, but between that, and the fact that this appears to only be possible on the ESRAM, means that this will only be of limited utility for game development.
The big problem I believe the X1 is going to have, are idle clock cycles while waiting for information stored on the DDR RAM. To be fair, we're probably not talking about a huge number of idle clock cycles, but they'll probably be somewhat more frequent on the X1 than on the PS4. Only so much data can be stored on the ESRAM after all, whenever the APU needs data that isn't on the ESRAM, there'll likely be a marginal delay resulting in an idle clock somewhere. Now, we're not talking about an immense bottleneck here, no system is going to be entirely free of the occasional idle clock cycle, the 360 certainly wasn't, and that did just fine. However, as a result of this, the X1 set up should be just a tiny bit less efficient, on top of slightly more difficult to develop for.
It's also worth noting, that it isn't altogether unlikely that a similar optimization will be found for the PS4 at some point. I cannot say how likely, as I do not know which component this optimization can be attributed to. As many components as the two share however, there's a decent chance that something similar can be achieved there.
Now of course, full disclaimer, I'm not actually an expert on such things. I've been apart of conversations like these long enough that I've picked up some knowledge of the subject. Others will have to confirm whether or not my read on on the situation is correct however.