Let's brainstorm a bit, and keep this discussion a bit more general.
They are combining PGS with a sub solver (big matrix solver). Mixing (sub) solvers can be very useful, several games use a combination of Featherstone, small direct solvers and PGS.
I agree with Erin that introducing a slow solver such as PARADISO (or Dantzig/Lemke) doesn't sound appealing, but mixing (sub) solvers definately does.
The
Dynamo physics engine had an interesting mechanism that allowed dynamic (automatic at run-time) switching between constraint solving methods. This was based on convergence if I remember correctly, but the switch could be based on arbitrary other rules (a fallback such as running out of memory on SPU etc).
As far as Bullet goes, it should be a good playground to experiment with the various ideas in 3D, just like Box2D (either using SI or quickstep). Hopefully someone gets some time to experiment with this PGS-stiff subsolvers combo, but there are still other improvements from Box2D that I'd like to see ported over to Bullet first (NGS, split impulse etc).