A new PC GPU needs to run the current games as fast as possible, because all the reviewers will use the currently available games as benchmarks. No PC GPU sells because it might be good fit for future. It will not sell if it gets trounced in current game benchmarks by the competition. When 290X was released, high end PC gaming was mostly about playing last generation (Xbox 360 and PS3) ports with high frame rate (60 fps+) and high resolution 1080p / 1440p / 1600p with some extra PC specific effects. Last generation games have simple shaders, and simple shaders benefit from massive amount of ROPs (because simple shaders are not ALU bound). The extra PC specific effects are usually post processing. These extra effects don't gain performance from extra ROPs, but that doesn't matter much since majority of the frame gets faster.
Tessellation doesn't use ROPs, it mainly stresses the fixed function primitive units and vertex/domain/hull shaders (= ALU and BW). GCN 1.1 does 2 primitives per clock (290X does four). That's the main limitation of tessellation. NVIDIA cards are better in tessellation than AMD cards, because NVIDIA cards can push more primitives per clock (because of distributed geometry engines).
Tessellating to tiny small triangles is not smart, because it decreases the pixel shader quad efficiency, and that means that the shader needs to be running more times than necessarily. However this increase of pixel shader cost increases all the pixel based costs equally (not just the ROP cost), so the shader doesn't get any more ROP bound.
ROPs are also good for solving many things easier than compute shader based solutions. I haven't yet seen any studio using compute based particle gathering (single pass, super BW effective) instead of filling hundreds of alpha planes on top of each other with ROPs. But things will change in the future. We will see solutions like this for problems that are currently brute forced with ROPs.