It's certainly true that 90% of the codebase in a typical game will benefit to a greater or lesser extent from OOE. The areas of the code which we've optimised for in order execution, SIMD etc.. are the areas however were the CPU spends the majority of it's time rendering, physics, animation, pathing, particles etc..
I'm in now way against OOE units however in my hardware wishlist it's low down compared to an achievable bandwidth sufficient to keep all cores busy. The better the core is at rawing through instructions the better the bandwidth needs to be, no point in having amazing cores data starved half the time.
X64 is a dual edged sword, pointers will take up even more valuable cache line space than they do already. Of course we're all trying to use indices instead of pointers already right?