There may be something to that. The compression is probably MJPEG, which isn't going to work if you suddenly change three quarters of the framebuffer while its supposed to be being compressed. This could see Nintendo enforcing a vertical sync to ensure the FB is complete before being compressed and broadcast.
Anyone know how remote play on PSP/Vita works by comparison on games that tear?
The front buffer is probably locked while the compression routine needs it. That'd make the buffer flip block until it's done, which would also block rendering from starting in the backbuffer. The locking may only happen long enough to copy the framebuffer into another memory space if that's faster than compressing it directly. Either one should be much faster than what the screen needs to display it, so the impact here is a lot lower than being vblank locked.
If they're okay with a similar kind of tearing on the WiiU display they could just lock the framebuffer while it copies single macro-blocks or macro-block rows, which would be a negligible amount of time.
With all of Wii's additional memory it shouldn't be a problem to triple buffer, so long as the latency is acceptable..