I'm not sure if I agree with all of this. People forget flash kinda sucked.
One of the most significant ways in which flash sucked was the performance. Imo, the most famous flash game of all time is Binding of Isaac, which basically couldn't achieve a respectable, consistent frame rate even on the most powerful rigs. It's native rewrite, Rebirth, never had performance issues.
>You can't do pixel-perfect rendering
Sure you can, with canvas, and if you want to have absolutely perfect control, there's WebGL (and nice stuff like PixiJS)
>No nice pipeline for integrating vector animations/art into games
You can render SVG sprites into bitmaps, and use them in WebGL or canvas, as you mentioned, you needed to do this too in flash as well if you wanted decent performance.
>easy to make fancy + good-looking interactive UIs
If I remember correctly, most fancy game UIs were built with some framework, like flixel, which used low-level drawing primitives and built-up the UI from scratch. Alternatively you could use the full power of HTML+Js frameworks to build arbitrarily complex UIs and overlay them on your game scene.
>many of the html runtimes for new engines (Unity for instance) feel waay heavier/more sluggish in the browser
True, but they are meant to be, and meant for bigger games than flash/html5+js is. But for modern engines, HTML5 export sucks, there's no doubt about that. But that's a failure of execution, not technology. I remember Epic citadel a decade ago, which ran by compiling C++ to js with emscripten, and it worked pretty well:
https://www.youtube.com/watch?v=BV32Cs_CMqo
Also, there' a few Electron based indie games, most notably CrossCode, which is a fun, and technically pretty well executed game, and by the devs' own admission, it's built on pretty ancient tech.