That's just it, we'll never know. It may run identically to the PS3 version. That means its an awesome port and Criterion did a great port job, which looks to be the case. It does not mean that they got maximum use of the platform though. For example, what did they do with the extra ~50mb of memory, is it unused? How did they take advantage of edram, or did they ignore it? We're the achievements thought through during the course of the project, or just thrown together during the "porting" phase? We'll never know. Of course the reverse applies as well when doing 360->PS3 ports. Was the space on the blu-ray used or is it wasted? Is the standard harddrive used to cache data to speed load time or is it unused? Etc, etc... Why does it even matter? See the next part...
Believe me, unlike forums where bias, fan-boyism, prejudice, etc, run wild, for the game studios its all about boring spreadsheets and maximizing return, nothing more.
So why would a studio oppose leading on PS3 and porting to 360? By definition "port" means just get the same thing working as best you can. The advantages of the platform are typically not leveraged, or perhaps not used as well as they could be. Due to the nature of the business and its high costs, more often than not you must port. So, which platform should receive the luxury treatment, and which should receive the port? They don't ask msfanboy55 or sonyrules23 what they think, they look at the numbers. At the moment, 360 leads in installed base and has a much larger attach rate. Given that, you would have a very hard time convincing the higher ups to give the PS3 version the luxury treatment unless you are being bankrolled by Sony in some way. That's just the hard numeric facts of it at the moment. Given those numbers, you want to blow away the 360 user base as much as you can with the best version possible so you can leverage its 7.0 attach rate. You also want to lead with the 360 because your competitors may be 360 only and hence by default are leading with the 360. You don't want to fall short when compared to them because you chose to port the 360 version.
All of this only applies with the current userbase/attach numbers. If those change and say they became the same in a year or so, then different rules apply. In that case I prefer Infinity Wards way where you have two parallel teams. Theres many reasons why, some of which are that this way the majority of the company is familiar with both main platforms, you can catch any platform specific issue that crop up during the course of development instead of being swamped by them during the port phase, and you even create friendly rivalries between the two teams which can lead to improved results on both platforms.