Not every graphical operation can be efficiently tiled, though. And even if most are, any intermediate buffers must pass though the bus in their entirety at some point.
The bolded isn't true. Assuming Switch is using Vulkan (or a Vulkan derivative) as its main API, then intermediate buffers can be implemented as attachments (rather than RTT), which can be created, operated on and deleted entirely in cache, without ever hitting main memory.
Also, the comparison is probably direct for Scorpio, and perhaps for PS4 Pro.
PS4 Pro doesn't use TBR. Scorpio might, but I haven't read through everything announced today to see if there's any comment on it.