For example, Workers aren't particularly useful for games in their current iteration: the overhead of copying the state of the world back to the rendering thread is high. This is exactly the problem that shared memory would solve, were it not limited to Workers. This puts web export (or even primary web-based game authorship) at a significant disadvantage as compared to native apps: native code can share memory, and web-based implementations can't. In many cases architectures that are optimal for shared-memory threading are pathological when the rendering thread requires copies, meaning that threading gets thrown out the window for web. Even with asm.js-compiled "near-native" performance on the single core, you can only use 25% of the available CPU if you can't use multithreading. A 4x performance hit is the difference between 60fps and 15fps... Or 15fps and ~4fps.
The title of the blog post got me pretty excited, but the proposal is fairly disappointing in terms of unlocking better performance for web apps. The use cases here are pretty limited to things like CPU-bound number crunching, and I doubt too many people are running machine learning algorithms in a browser as compared to the number people who're using browsers to, y'know, render UIs. By all means scope the problem down to sharing primitive data in ArrayBuffers — we can build abstractions on top of that! — but limiting it to Worker threads makes it near-useless for most web applications. Workers already solve the use cases for UIs that can tolerate copies between the UI thread and the Worker threads, and this proposal doesn't allow us to solve needs for UIs that can't.