Just adding few thoughts.
Personally I think that, performance wise, cells are the best. But it is also true that they can be tricky to work with, when defining new widgets.
Luckily CellWidget helps *a lot* this way. Using CellWidget + Appearance pattern  + maybe UiRenderer, let you code widgets using UiBinder with a swappable/device-aware UI that are (supposed to be) a bit faster than the traditional "extends Widget/Composite + UiBinder" way of defining widgets. Sencha gxt 3 uses extensively the so called "cell + appearance" pattern, with good results over the previous implementation .
I see the IsRenderable strategy simply as an added value, a plus, when using a RenderablePanel as root widget of others composites. I guess it is not (actually) usable with CellWidget (by reading ), but in a future it may well be. Such strategy can also potentially open the doors to some sort of server-side widget rendering, using the server-side part of the already available ElementBuilder API (see ).
As a side note, interesting are the choices made in Collide: low-level mvp-based widgets built upon the Element object coming from the Elemental library, with some added custom listeners, as necessary .
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