I don't know if you know this but SER is just a poor man's version of callable shaders/function calls ...
On Intel HW, you don't need to expose an explicit API to do SER since all of the RT shader stages (ray generation/intersection/any hit/closest hit/callable) in the RT pipeline are purely implemented as callable shaders which makes it trivial for their driver/HW to determine whether or not to spill this state since their reordering mechanism can be done after every function call ...
Exposing a hobbled alternative (SER) that's less powerful/general than current functionality (callable shaders) doesn't seem all that attractive in the eyes of graphics programmers and I'm not sure if the industry is clamouring over the idea of more fixed function/"special state" HW. An explicit API for SER might be more interesting if it can be applied to graphics or compute shaders/pipelines or HW vendors can just straight up expose callable shaders/function calls for all other shader stages ...
Faster & more flexible implementations will be great. I’m not aware of any sorting functionality in RDNA 3 today. Nvidia claims its approach gives the application more control over the sort key and theoretically more opportunity for app specific optimizations. Could be true, could be marketing. I expect RDNA 4 will need some form of ray sorting to be competitive. My guess is that AMD will follow Intel and not require/allow an explicit sort key.