Technically, I could check D3DPS20CAPS for gradient, predicates, >64 instructions, etc on a SM2.0 chip. There is nothing in DX that says for example, that you can't support higher limits, but in practice, does anyone bother? No, and there's even HW in existence to justify it.
The simple fact of the matter is, until other SM3.0 HW hits the market, developers are effectively going to start with the premise that FP blending is available in addition to SM3.0. If some other vendor ships SM3.0 hardware which bifurcates the market, then they'll have to find a way to fall back.
Basically, developers *want* to assume that next-gen SM3.0 HW treats floating point as a "first class citizen" with as few limitations as possible. It makes development much easier.