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Javascript/Canvas Performance
Javascript performance (especially drawing on canvas) is brutally slow compared to native browsers, even when used sparingly. A single call to CanvasRenderingContext2D.fillRect() once per renderframe kills performance to where the whole system becomes unstable.
I'm not really experienced in using WebKit from an application dev's pov, so I'm not sure if there is a "fix" for this - maybe some compiler flags that can be set to enable GPU support?
Hm... I haven't looked it great detail what limitations the Cocoa's WebView has compared to the Safari's view.