The other important question is, what the fuck is "pull model interpolation" in D3D11?
Previously the interpolator provided the interpolated values to the shader. In SM 5.0 the shader can ask for interpolated values by itself. There are some functions for it: EvaluateAttributeAtCentroid(), EvaluateAttributeAtSample() and EvaluateAttributeSnapped().
I'm saying that, comparatively speaking, that 5% number for transcendentals wouldn't hold for RCP.
5% would be a pretty reasonable estimate IMO. Might even be lower for optimized shaders. RSQ is probably used more, might be in the 10% range due to normalize() being used fairly frequently.