> One part that really struck me as odd is the focus on non-optimized performance
I'm guessing your high performance applications aren't interactive? When your application has to respond to user input in real time, a binary that is 100x slower than real time is completely useless. You can't play a game at 0.3 frames per second.
I would be interested in seeing an example of how Halide-like techniques can be used with C++ ranges. I am skeptical that you could get the kind of performance improvements that Halide can achieve. And of course you won't get the GPU or DSP support that is really useful for that kind of computation.