I think you're getting confused between balance and efficacy.
For example, the infamous Saab 9-3 Viggen is a textbook example of an unbalanced car, with a powerful turbo engine married to a chassis that simply could not cope with all the torque.
However it'd definitely be faster around a track than the regular, 'balanced' 9-3 models.
In the same way despite PS4 possibly being a less 'balanced' design, it should still outperform XB1.
We should also keep in mind that "balance" also is influenced by the workload required and the proper balance for one game may be very different from another game.
PS2 should be a pretty good example.
Overbuilding a part of a system makes it unbalanced, but in most cases, having too much of something isn't going bomb your performance, rather it's just parts of the system "twiddling their thumbs" for a large portion of the time.
To understand the performance of the system, what we should be looking at is the bottleneck and how much throughput the bottleneck can do. It doesn't matter if your engine can power you to run at 500km/hr if your chassis can only withstand 100km/hr. You're still going to be limited at 100km/hr.
If a game is CPU bound, then we shouldn't expect too much difference between the two consoles as they essentially use the same thing.
If, on the other hand, the game is bandwidth or GPU bound and we take the relatively safe assumption that PS4 outperforms the Xbox One in those two areas in the absolute sense, it's a safe bet we'll notice it.