From the PR, it sounds like the switch to WGPU is only for linux. The team was reluctant to do the same for macOS/Windows since they felt their native renderer on those platforms was better and less memory intensive.
This definitely would be worth some profiling. I don't think it's a given that their custom stacks are going to beat wgpu in a meaningful way.
I am still curious how much uptake WebGPU will end up having on Android, or if Java/Kotlin folks will keep targeting OpenGL ES.
They probably will for memory usage. Current wgpu seems to have a floor around ~100mb that isn't there with other rendering backends (and it was more like ~60mb with wgpu a few months / versions ago).
Not sure if this is fixable in wgpu, or do with spec compatibility (my guess would be that it's fixable, just not top priority for the team atm).