I'm reasonably certain that vertex computing power is utterly independent from the computing power of the rasterizer.
That said, there's still only a limited amount of bandwidth, and one part of the video card is going to remain idle much of the time (usually it's the vertex processor part, as most any game is fillrate-limited...which will not change for high-end video cards until higher-order surfaces come into widespread usage).
Now, the number of vertices/sec a GPU can process can vary wildly depending on how much processing it needs to do per vertex. And note that the proper term in describing the performance of a GPU is "vertices per second" as "triangles per second" will vary largely depending on how those triangles are sent to the GPU. In fact, it is possible to have a model that has roughly twice as many triangles as it does vertices...if the GPU can manage to cache all of those common vertices, and not recalculate any of them, then it will manage to have a triangle processing rate double its vertex processing rate. Conversely, with no caching, the triangle rate could be as low as 1/3 the vertex processing rate.
As a side note, for optimized meshes, I believe it is more normal for the triangle rate and the vertex rate to be roughly the same.