* Bidirectional path tracing and VCM, surely is nice, but you're absolutely fine with just path tracing. Artists have learned how do to avoid SDS paths and how to optimize their scenes for path tracing. It would require a lot of time to train artists to optimize their scenes for VCM and with the amount of diffuse noise (which is unavoidable) I'm not even sure if it's worth it.
* I doubt the subsurface scattering in Cycles is slower than Renderman as it only supports bicubic and gaussian profiles which are even easier to evaluate and sample than the approximate BSSRDF ;). Their profiles are extremely lacking (and I doubt it's enough these days), but SPI used bicubics and gaussians a few years ago [1].
* I absolutely can't imagine that Cycles doesn't have Environment Map sampling, which is something pretty basic and explained in PBRT. Sure, Cycles probably doesn't have an implementation of "Portal-Masked Environment Map Sampling" by Bitterli, Novak and Jarosz yet, so I'm sure Renderman is better at it, but Cycles is decent at it.
* Same for arbitrary geometry lights, but I'm sure Renderman does a better job at it (although Pixar is probably limited by Solid Angle's patents on importance sampling quads and other stuff, Cycles doesn't have to deal with patents).
* AFAIK Cycles has a state of the art hair shader, but it seems to lack the importance sampling scheme by Eugene d'Eon.
I absolutely agree with you that Renderman is a more complete and faster renderer, but Cycles is absolutely amazing if you keep in mind that it was completely developed by a small team of hobbyists. Cycles isn't meant for production rendering, but it's amazing for hobbyists.