It's not a valid assumption that a small indie team has equal resources as an AAA team to spend on a port. The technical quality of the port is likely going to be similar as the technical quality of the original release. Big AAA studios have clear advantage in porting games, because they can allocate a dedicated team for the porting, and that team could be already specialized in that piece of hardware (unlikely in case of Switch however).even if a badly optimized port get's ported to switch, that depends what the port team does with it, they could turn it to a very well optimized port on switch since the hardware, and specs are so different there gonna have to being doing a lot of rewriting anyway.
"Lots of rewriting" doesn't usually happen during down-porting. First you do all the required changes to make it function correctly, tune the rendering and texture resolution down, then optimize the biggest bottlenecks based on profiling tool reports and rip out extra effects and/or reduce quality if performance still isn't good enough. If you are a big AAA studio and the target platform is very important, then you might have more resources to rewrite some algorithms or customize some assets to better fit to the target architecture.
GCN2 and Maxwell aren't that different. Most PC games ship with identical shader code on both, including big PC-only titles. The biggest differences are tiled rasterizer (which GCN5 now also has), async compute (AMD needs async compute to reach best GPU utilization) and constant buffers (Nvidia needs constant buffers for best performance). AMD hardware is a bit more flexible, but you need to use that flexibility to reach best GPU utilization. Nvidia on the other has optimized their GPU very well for traditional geometry heavy pixel+vertex shader workloads. AMD GPU can choke on workloads like that (but async compute alleviates that problem).
Last edited: