Alright, this made my day. Let's keep this fairly short so this thread doesn't morph into another assumption-based preach session, laden with ad hominems.
What you said about multi-core setups only applies to your typical Monster Games fuzzy text ridden, copy-paste jobs like Xenoblade Chronicles, which are best at home on older, relatively less sophisticated CPU from 1999-2000 like the Wii's. It is common knowledge in the hardware community that some CPUs can crunch more numbers per cycle and output more instructions at lower clockspeeds if designed well, this exception can range from quirks such as increased/speedy cache, an efficient bus system(resulting from newer or smartly designed architecture), better pipelines, among other perks like Thumb2 that can contribute to enhance performance. Case in point, the Xbox 360, which runs at a pretty sweet 3.2Ghz vs. the Xbox One at 1.75Ghz. Pretty sure it goes without saying which one is more powerful considering they are separate console generations so you can speculate for yourself. Another example is the PSP which ran at an awesome 333Mhz at the end of it's lifespan vs. the PS2 which ran at a measly 299Mhz in the newer models. While it is most likely attributed to developer laziness, PSP appeared to have a difficult time running PS2 ports, it's original games also didn't hold a candle to what was on PS2 and was frequently likened to Dreamcast instead. Compared to PSP, 3DS handles some ports well for the most part like what we have seen of HW so far, and features games running to the caliber of what can be found on Wii, see Ironfall.
Whether the N3DS's threading enhancements were automated or real or something else entirely, people including developers
did witness increased performance when running software. That, coupled with the quad-core can deliver substantial performance benefits. This article highlights the benefits of multi-core setups over lesser core setups:
http://searchitchannel.techtarget.com/feature/Multi-core-processor-benefits-and-trends
The sources I provided were directly connected to real life performance. On occasion it only connects to on paper performance and much of the library points to this, but what we have seen from top tier games, tech demos and emulators so far looks promising. Funnily enough, it was your Dhrytone that is frequently on the chopping block by techies, as is your perpetually cited "mobile vs. fullscale" excuse.
Back off with your pitchfork and let the OP and co. run the thread the way it was intended.