Because I don't know a lot about garbage collectors, but I am familiar with Mikes amazing work on LuaJIT and I trust that he knows enough about what he's talking about (based on the quality of his luajit work) for enough of his claims to be true for this to be interesting, useful or both.
The thing you have to understand about Mike's work on the new LuaJIT GC design is that it's heavily constrained by the Lua API. It's not a very interesting GC, though it does improve slightly on the standard tricolor incremental marking GC. See my reply to your other post.
I implemented something heavily based on that once¹, though no work has gone into optimizing much. It's not particularly state-of-the-art, but it's a good design for what it is. I'll probably use the quad-color strategy in my next incremental GC.
Note that while Mike's is strictly non-copying/non-compacting (because of Lua's API) mine does copy between generations and compacts the oldest generation. This makes arena management simpler and faster. I think that's the only significant difference between my implementation and Mike's design.
I suspect it's still a bit buggy, though it passes my test suite™. Non-trival GCs can be tricky. And to reiterate, it's not especially fast, because no work has gone into making it fast. (It's not slow either, because the design is good, but don't expect performance competitive with current production GCs².)