Not getting into direct comparisons, the answer is going to be more naunced than all this.
Quoting a real-world average utilization factor--even assuming complete accuracy-- isn't always helpful because that average is mashing together a wide array of different scenarios.
More enlightening would be to see the numbers drawn for specific activities, which can hit the strengths and weaknesses of the system.
Even better would be to see if a game using these activities together is benchmarked, or if the engine devs present their results and analysis.
The platforms peak differently in different scenarios to different degrees. This is one source of complication.
Unless you know the relative importance of each bottleneck for a specific game, you can't say when those peaks matter or how much. This compounds the difficulty in saying something definitive outside of the refrain that we'll need to wait until the rubber hits the road.
This in turn is only related to the performance outcome--and even then possibly only in the context of a portion of a complex system, with all other factors like features, power, enconomics, developer politics, and so on considered equal or irrelevant.