Cut's renderer would be much faster if it were designed in a GPU and CPU-friendly manner instead of the naive graph traversal it does right now (I'll post about this in detail outside this thread)
You can say it's efficient as much as you like, but you clearly haven't done much research if you think it's fast just because the CPU usage is low in your trivial demos - demos that cause GC pauses on a regular basis, I should note. If you want to claim that it's fast and GPU/CPU friendly, you should be profiling it in a GPU profiler like PIX to ensure that it produces few GPU draw calls and state changes, and profiling it in a CPU profiler to ensure that virtually all the time spent is spent inside of the Canvas implementation - which, sadly, is not true for your example game 'O!' in the Chrome Profiler.