Our expierience is: if blitting is provided by the kernel, you need additional context switches, which eat up the improvements quickly. In other settings the CPU often waits until the blitter engine is finished, which doesn't win anything as well. Even modern acceleration technologies based on OpenGL at least need really new Qt versions, and even then it depends on what you are doing, if it is widget of scenegraph based etc.
In conclusion, I wouldn't expect too much. However, if you like, you can try it and report the benchmark results here. It would be interesting to see what can be achieved.
rsc