I had an executive from a major publisher describe it to me as 90% of a PS3. That was 2 months ago.
By the same token, how many % of a PS3 is the 360? 70? 130? 94? 156?
Such numbers are useless. The system in its entirety is much too complex to be expressed as a single figure of merit. (Unless of course you port code over and see how fast it runs. But - that is obviously a flawed way to assess something new.)
I don't see the point of a little better, either you try and make a technical statement, or you position yourself for current gen ports, and make it as cost effective as possible.
I said pretty much the same thing above, but there are caveats.
One is that while multi platform titles are important, the identity of a platform is defined by its exclusive content. And this have been, and is, particularly so for Nintendo. It will be interesting to see how exclusive titles look a couple of years down the line, and if there is a marked difference compared to the ports.
Another is that technical statements are not the only ones that can be made, nor that they have to involve rendering performance. For instance, the Wii brought motion control and a focus on accessibility to the table. It is hard to imagine anyone today arguing that a table tennis game, or a golf game, or a sword fighting game and so on is better played with a classical controller, regardless of rendering power. And some of the things allowed by the WiiU controller are also orthogonal to rendering performance.
And of course a technical statement could be - "We feel that noisy power hogs are an abomination in the living room and less than desirable generally".
While this is Beyond3D, and a focus on graphical prowess is understandable, that particular tunnel vision has led to spectacular mispredictions of how the market will react to new consoles. The WiiU is obviously made to be able to receive ports, but it is equally obvious that it is not its main thrust, or Nintendo wouldn't have spent the time and money on the Wuublet in the first place.