I've skipped the last 10 pages, where the same 2 or 3 questions and 2 or 3 opinions where repeated using different wordings. It's always the same: more money usually buys more performance, and a bottlenecking GPU won't get faster with Mantle as I said before.
For a followup to a review the testers might compare same budget machines with different weight on CPU or GPU performance. And, as coercitiv mentioned, do some power consumption/battery life tests.
To give you an impression, what parallelism in graphics rendering and game code is all about, I have here a slide which I found in the backup of an older SIGGRAPH talk. It shows different tasks running on two GPUs (AFR) and four CPU cores:
Now imagine some tasks depending on the results of others (eg. the rosé one on CPU3). If there is enough CPU headroom (think of early BF4 CPU results), the whole thing works. But if that balance is lost (e.g. weaker cores, load spikes due to MP gaming in certain scenarios), the whole thing quickly hits a wall. And DX11 handling (either DC or IC) adds a burden, dictated by the way MS and likely also the GPU vendors implement it. But as I said, MS surely didn't only provide header files. So there is framework code too, which is the same for all GPUs.