FouadVG, that was the worst post I've seen yet on these boards. You completely ignored all the information in this thread, and threw in more of your misconceptions on top.
A) If XB360 is having bandwidth problems, it shows they made the right decision, as lack of eDRAM would make the problems worse.
B) PS2's eDRAM was for both the framebuffer and textures. XB360 has up to 512 MB for texture memory.
C) Your comparisons to last gen are backwards. XB360 is more like PS2 because the eDRAM offloads all framebuffer traffic. RSX is more like XBox1 as framebuffer and texture traffic are all on the same bus. Note that the FSB of XBox1's CPU can only get 1GB/s anyway.
D) Unified memory means you don't need any management in your code. If you are bandwidth limited, you'll always be using peak bandwidth, regardless of how the hardware distributes things. On the contrary, if RSX needs more bandwidth it's short of luck, even if CELL isn't using much, as the majority of the data needs to be read from or written to GDDR3. Splitting bandwidth between two buses doesn't increase efficiency, it decreases it. Let's not forget the problems of two different memory pools on PS3.
In terms of sharing resources, this argument is nonsense. GPUs have memory controllers that balance requests from the render back end, the z/stencil testing, the RAMDAC, the texture units, the vertex shaders, the command processor, and probably other clients also. Adding CPU requests is nothing, and Xenos doesn't need to handle the large volume from the first two on this list either. RSX is going to be juggling more than Xenos.
E) Game engines take years to write, and actual games take a while on top of that. Tiling is a simple concept, but you need to know about it early to put it in your engine properly. Even if you told developers about this at the end of 2004, you're unlikely to see it used in many games until maybe 2007.
F) To use 6 SPE's, you need six different threads also. There's no magic that lets CELL run non-parallel code on six processors.