I can’t agree. The potential speed-ups made possible by a 64-byte screen apply to lots of cases, not just ‘oh no I’m running out of V-blank in my game’. There are many reasons why people might want to optimise wherever possible, and calculating addresses and progressing up and down the screen are much easier and faster when its width fits integrally within a page of memory.
It’s not something that “only” becomes relevant when you’re bombarding the Z80 with sprites. I can attest to this from two projects – one of which you might remember – that both benefited immensely from the much faster and more logical addressing made possible by this width, neither of which used sprite-based graphics. I can explain some of these techniques another time, when I have energy to remember them, and probably access to my source.
It’s an easy way to save NOPs, and if you don’t need a wider screen for your graphics, it’s something that should probably be done. Set it, forget it, and program with much greater ease and without having to manually wrangle with multiplying this, modulo’ing that, and so on!