Basically, he gives us too little credit for the execution model (it's young, it's improving very quickly and is not at all designed to emulate anything else that exists today) and assumes that GPU compute has the same tradeoffs on mobile as desktop (it doesn't at all). You'll see more from us soon.
Anyway if you were to ignore everything in the post except one item, that would be to please fix gather/scatter in RSC. A parallel computing API without proper gather/scatter is simply not very useful, irrespective of whether it is on desktop or mobile.
I will keep following RSC and look forward to the developments you are hinting at.
For example, three of the poster's points (not allowing device property querying, not allowing the programmer to choose where a kernel runs, and not exposting local memory to the programmer) all make programming easier, though they also disallow some types of performance tuning.
One big potential reason for doing GPGPU on a mobile device is to get better energy efficiency per gigaflop, rather than to get huge overall performance like on a desktop GPGPU. In this context, squeezing out all possible performance may not be as important.
In short, it's not an accident or incompetence that aspects of current desktop GPU execution models (e.g., thread blocks, scratchpad shared memory) are not exposed in Renderscript. It's a conscious decision to make sure you can get decent performance on not only those GPUs, but ARMv5-v8 CPUs (with and without SIMD instructions), x86, DSPs, etc. Getting good performance on these platforms from a language that does expose these constructs (e.g., CUDA) is still an open research problem (see MCUDA http://impact.crhc.illinois.edu/mcuda.aspx and friends).
Though Renderscript aims to achieve decent performance on a huge variety of platforms, even if they only cared about mobile GPUs, the major contenders (Imagination, ARM, Samsung, Qualcomm, NVIDIA) have wildly different architectures, and a language that is close to the metal on one will present a huge impedance mismatch on the others. Note that things are sufficiently different from desktop GPU design that we're just now seeing SoCs come out that support OpenCL (in hardware, driver support seems to be lagging), and you can't run CUDA on Tegra 4.
To which I have to respond that better is often the enemy of good enough.
I'd personally rather have a relatively OK solution like OpenCL in my hands today than a currently nonexistent ideal solution at some vague point in the future. Smart programmers will overcome hardware limitations all on their own and dumb programmers will trip you up no matter how much you rabbit-proof their fences IMO.
It's easy to see why OpenCL hasn't rolled out fully on mobile GPUs yet: writing and debugging a full OpenCL software stack is very expensive and time-consuming, and there's still not that much real programmer demand for OpenCL on mobile.
As for Renderscript, it's always sounded like a bit of "not invented here" syndrome Google's part -- we've already got CUDA and OpenCL, and RS doesn't really bring much new to the table. They've already deprecated the 3D graphics part of Renderscript in Android 4.1, so perhaps they'll do the same to Renderscript Compute soon.
Say what you want of OpenCL/CUDA, but what other language smoothly subsumes SIMD, multi-threading, and multi-core awareness? I expected it to already be available on smart phones by now. What's taking so long?