I'm sure Nintendo balanced things out as always, but in terms of the eDRAM giving the GPU access to memory much faster than the DDR3 I'm still iffy. On the 360, the 10MB eDRAM was used for high bandwidth operations like FSAA, z-buffering, and alpha blending, and I recall developers saying they were often limited by it because it was *just* large enough for 720p video, and they often had to drop down lower.
The Wii Us is over 3x as large, sure, but if it's doing those same high bandwidth operations, plus a framebuffer for both screens (or two?), plus potentially being used as a quick data transfer method between GPU and CPU for GPGPU calculations, how much is left for storing plain old textures, and how much does that reduce the DDR3s burden from textures?