Akiko wasn't really used by any commercial games so it doesn't really matter how powerful it was

A fast 030 can almost do C2P as fast as the bus can accept the data coming from the accelerator so the performance hit of having to do chunky-to-planar each frame is not really a big deal.
All of my recent Amiga coding has been with chunky graphics and C2P so I basically write code without having to worry about how the graphics are actually being rendered.
An interesting note, with my recent port of ScummVM over to AGA (which uses the chipset for double buffering, all of the graphics are generated as chunky screen in FASTRAM) I've found that most speed limitations are not with the AGA chipset, C2P or even the slow bus....it's normally my 030 which is too slow to generate the chunky screen in time. This is true up to 320x200 8bit, for SuperVGA (640x480 8bit) the AGA chipset/bus speed/C2P lets the side down and you really need to use RTG
