1) GPU development requires specific developer experience. Making performant GPU code is an even nastier and less intuitive problem than making performant CPU code. A naive implementation would be shockingly inefficient.
2) Leasing GPU hardware in a datacenter is very rare. You'd have to do it at the office, or build your own servers and install them yourself at a colo. Lots of time and effort.
Even if the GPU solution was 10x faster (it could be much more, but it depends on how much the CPU, disk, network is a bottleneck), if you're talking about reducing $50k in computer time to $5k in computer time, it's almost certainly not worth it. If you're talking about $2m to $200k, that's a completely different matter.
This could be very useful for running certain algorithms in web apps...
Below I've linked github urls and two blog posts that were done about them. Unfortunately right now webGL is kind of a moving target and I doubt these examples still work out of the box. However, if you are interested in GPGPU on webGL I would encourage you to get involved as I think there are some tweaks to the standard that would make GPGPU life easier.
Matrix Mutliply http://learningwebgl.com/blog/?p=1828 http://github.com/bunions1/matrixMultiplyGpu
Falling Sand http://learningwebgl.com/blog/?p=1471 http://github.com/bunions1/fallingsand-webgl
The important bit is at the end where they say "10% of the time is spent on polygon intersection" and the rest on image processing. We do GPU image processing on the cloud and this is (likely) where Scribd could likely obtain a significant speedup - many of our image processing operations run hundreds of times faster than on the CPU.