Performance. Even if an inefficient painting algorithm manages to paint at 60 FPS (which is very much not the case in, for example, common Web apps), improving its performance can free up the CPU to do more things and can reduce power consumption.
Think about it. If your GPU is sitting there idle, why not use it and free up the CPU to do other things? Today, most apps that aren't games are woefully underutilizing the GPU. Programs ideally should be utilizing all the silicon in your device while working so the work can be done faster and the hardware can enter low-power mode quicker.
For games specifically I'd prefer more work done on CPU and free up the GPU, provided the communication overhead isn't too much and latency doesn't become a problem.
Low power is less of a problem than thermal limiting for compute intensive work. I see about 90% variation in test times on my laptop for unit tests, for example.
So overall I see more application for this in apps than games, and only then when the tradeoffs are right. It's not a simple call.
Also, I care quite a bit about power draw because my customers on laptops and mobile are very sensitive to it. If my game is a battery hog, it doesn't get played as long or as often.
Hinting was necessary back before good antialiasing existed but I don't think many renderers use it now. This technique renders each glyph differently according to its subpixel position - completely the opposite approach to hinting, which snaps features of the glyph to integer positions on the pixel grid.
The CPU takes a long time to rasterize fonts. It only seems fast because the glyphs are cached. If you need text drawn in so many different sizes, like in that demo, the cache is not as effective.
Plus, every implementation of subpixel hinting I've seen (and I've seen them all, on all three major desktop platforms), produces absolutely disgusting colour fringing.
Just lay off the ClearType(tm) kool-aid and do normal anti-aliasing. We don't do colour-fringing anti-aliasing for any other geometric primitive, I see no reason to implement a font-specific approach that only works if the user is colour-blind.
I can see questioning the utility for current 2d applications but this is really critical speed when the large amount of translation and scaling of many pages in a 3d environment is the expectation.
The css3d "portal" solution for webgl doesn't seem like it can get us very far at all...
I'd use this today in my webvr/gl project if it was source complete.