Not that
I am an expert in these things, but I would expect that unit to have issues similar to the Smart Frag products.
e.g. Halo and CoD have different deadzone sizes and shapes. This is a big issue because PC doesn't need a deadzone but the gamepads do. Designers use different sizes and shapes. It looks like you can see it in the video--note no small movements and when he moves it tends to jerk. So with the Frag product you could adjust the zone size, but not shape which caused issues. So that would be big issue #1.
The next issue is most games aren't doing 1:1 X:Y translation for movement. iirc Halo 3 is more like 1.5:1. This will make for a wonky experience if you cannot adjust the X:Y ratio. The Frag stuff allows for that but it can get complicated as a lot of games also do non-linear acceleration along the axi (e.g. a 20% tilt to 40% may see a 25% increase in rotation while 40%-60% results in a 50%) as well as time based acceleration (e.g. hit 100% and after a couple seconds you go even faster). And when MC had that big ol' gun you are going to need to jack your sensativity up HIGH or you are going to be lifting your mouse a LOT. (Didn't see if the mouse had OTF sensitivity changes).
All this to say that unless it has some software on the mouse to do these things--and either a) it is programmable or b) they have profiles for games and can update them, the experience will be very hit and miss.
The best solution I "know" of is a software based feedback system with a robust velocity style map that "learns" the full range of movements and creates a software profile to translate mouse movements into the 360. The next best solution I "know" of is a programmable software solution where you can set you deadzone size, shape, X:Y rations, translation exponents, and the like to account for all the gamepad-hacks developers use to make gamepads enjoyable (no deadzone and 1:1 axi ratios and no time based acceleration with no auto-aim, adhesion, magnetism would really stink for most--it would be like the N64 all over again!)
That said nothing you can do on the consoles can overcome hard caps. If a game limits a 360 rotation to 1.5 seconds you cannot turn faster--period. There is no way to do it. Likewise any movement based momentum (usually avoided in PC games), slow turret style movements (work great on pads, horrible on mice), etc won't be easily solved. And you cannot get rid of all the hard hacks like autoaim and such which, surprisingly, are not very welcome when using a mouse.
I wouldn't mind testing that product out, for giggles, but after some extensive testing with other products I don't see it doing anything special. I do love the numchuck though! And maybe they do have some software for it? I didn't do any reading on it less what I saw at Toms.
I wonder what they are doing for security, though, because it looks like it is a devise MS could easily nail. Not that MS would want to. Frag users aren't any better, actually far worse in most cases, than gamepad users. Players on both sides have the same caps and limits. There are some other products that give a more authentic PC experience but they are expensive and, ultimately, the quality of gamepad users is now much higher than 5 years ago and with the hard caps and aids given to console gamers (MW2 kill cam really, really shows off the aids BIG time--Halo 3 also has some crazy autoaim AND adhesion... ok, all console shooters do) my experiments have shown that you can get a near PC experience and still suck
Not that
I am an expert in these things.