I didn't say it was.
I said bandwidth savings in your examples aren't as good as VT gets.
Software VT should be able to texture a 4K display at 60-100 MB/s based on what's possible already. As your quote says, VT requires work that SFS helps with. It's not about reducing the BW more than VTs, but reducing the processing costs and workload of implementing texture streaming.
"
These solutions are effective, but require considerable implementation changes to shader and application code"
If games are already developed with this in mind, there aren't "changes to shaders and application code" costs. If your game doesn't implement VT already, SFS helps implement it. If your engine already supports VT, SFS can reduce the processing overhead and perhaps improve quality. In terms of pure BW savings though, which is what you were talking about, all games using VT, whether in hardware or software, will have very low texture loading BW requirements, maybe a couple hundred MB/s tops.