My original target was iOS, so this was unavailable. I did experiment with their algorithm, but 4x MSAA was slow and had poor quality compared to Core Graphics, which was my reference.
Drawing cached renders in quads is how Core Animation works, but they do not scale well. You are ultimately limited by the CPU. Rasterizer enables a fully-animated canvas @ 60fps.
Vello is general purpose, like Rasterizer, but is based on GPU compute. Rasterizer uses the 'traditional' GPU pipeline. Performance numbers for both look very competitive, although Vello seems to have issues with GPU lock up at certain zoom scales. Rasterizer has been heavily tested with huge scenes at any scale.
The longer answer is that using straight-edged geometry to represent curves is a resolution-dependent operation, e.g. a full screen circle may need to be flattened to an 80-sided polygon.
Rasterizer can solve quadratic curves in the fragment shaders, which massively reduces the geometry needed for a scene.
Also, the native rasterizer only supports MSAA, which is inferior to reference analytic area AA.