That's interesting; I knew MS's controller wasn't exactly off-the-shelf but I didn't know it was also capable of higher bandwidth than the standard one. I'm curious of what other customizations were done on the controller.
About the latency stuff due to having more ICs involved in the process, I've seen that brought up once before, it could be something worth looking out for. Especially considering that in the I/O block (technically applicable for both systems, but likely less an issue on Series systems since some slice of the I/O stack processing is still done on CPU) is "equivalent" Zen 2 cores, but it's not like it has literally 13 Zen 2 cores in there. I figure all of the talk of being comparable to such and such many Zen 2 cores in that aspect is similar to the way both Sony and MS have described their audio solutions as being analogous to prior system CPUs; more for illustrative purposes to give a picture of rough peak performance capability, but not much beyond that.
Another interesting thing is that indeed Series X is performing a lot closer to PS5's SSD I/O than most probably expected, yet at the same time games are just scratching the surface of XvA. Granted, that could probably be said for PS5's SSD as well, but I'm honestly not expecting the delta between them to grow any larger than it already is in this regard. If anything, it will probably shrink even more, especially with 1P games. When you're averaging load time differences of a literal second or two and have equally performant latency/file I/O for asset streaming, it all basically becomes a moot point.
This is true, although I think the performance we're seeing with games currently between the two in terms of load times will generally stay true once the optimization process begins. It's ironic because it was actually the recent PS4 firmware update that's convinced me you can technically do a LOT more with less, considering that system's interface standard and general design regarding I/O, yet games like TLOU and Until Dawn are pulling load times there comparable with BC titles on PS5 and Series X. That says a lot IMHO.
However if, once that optimization process starts, we do see the delta start to grow between the two some (particularly with 3P titles), then I think it'll come down more to Sony's I/O solution being the "easier" of the two to leverage in a shorter span of time, since a lot of that hardware is there to automate tons of the process. MS's approach seems a bit more flexible but there are parts of it which have a higher learning curve, like parts of SFS (to my knowledge), and there could be cases where getting even lower load times comes down to parts of the game code which might have to be adjusted to accommodate that. Not all 3P titles would likely have the means to dedicate that type of resource, but MS's own API tools being readily available (and technical support for 3P devs; they seem to be very good with this) can resolve a good deal of that likely.