Couldn't you do the same with a more powerful triangle setup engine and a little bit of caching? Should be reasonably efficient for tessellated triangles, at least, as neighboring triangles should be near one another in screen space.
Making one stage of the pipeline (setup engine) more powerful will not save the wastage in another part of pipeline (fragment shader).
In non-tesselated scenes, this wastage is large enough to make deferred shading a win on many occasions.
When you start tessellating, the geometry count increases by an order of magnitude. And triangles become smaller and due more natural/curved geometry, occlusion increases.
In the Heaven bench, you may have noticed how almost all pebbles on the road are now curved. This means many fragments generated by the stones in the back are now occluded. Without tesselation, it was just a flat quad, texture mapped to fake it into looking real.
In other tessellation demos too, you will notice that often pixel sized triangles are being generated (in the dragon example for instance). And pixel sized triangles have 4x PS cost.
Due to increased wastage due to these reasons, deferred rendering makes more sense for tesselated scenes. But the crossover point (ie where it is the de facto standard) may not have arrived yet.