There will definitely be some differences between the RSX GPU and future PC GPUs, for a couple of reasons:
1) NVIDIA stated that they had never had as powerful a CPU as Cell, and thus the RSX GPU has to be able to swallow a much larger command stream than any of the PC GPUs as current generation CPUs are pretty bad at keeping the GPU fed.
2) The RSX GPU has a 35GB/s link to the CPU, much greater than any desktop GPU, and thus the turbo cache architecture needs to be reworked quite a bit for the console GPU to take better advantage of the plethora of bandwidth. Functional unit latencies must be adjusted, buffer sizes have to be changed, etc...
We did ask NVIDIA about technology like unified shader model or embedded DRAM. Their stance continues to be that at every GPU generation they design and test features like unified shader model, embedded DRAM, RDRAM, tiling rendering architectures, etc... and evaluate their usefulness. They have apparently done a unified shader model design and the performance just didn't make sense for their architecture.
NVIDIA isn't saying that a unified shader architecture doesn't make sense, but at this point in time, for NVIDIA GPUs, it isn't the best call. From NVIDIA's standpoint, a unified shader architecture offers higher peak performance (e.g. all pixel instructions, or all vertex instructions) but getting good performance in more balanced scenarios is more difficult. The other issue is that the instruction mix for pixel and vertex shaders are very different, so the optimal functional units required for each are going to be different. The final issue is that a unified shader architecture, from NVIDIA's standpoint, requires a much more complex design, which will in turn increase die area.
NVIDIA stated that they will eventually do a unified shader GPU, but before then there are a number of other GPU enhancements that they are looking to implement. Potentially things like a programmable ROP, programmable rasterization, programmable texturing, etc...