Repeated occurrence at a particular point, gameplay or not, is important. What affects one game slightly, may affect another rather more - or worse for these companies, it could be something affecting their workstation software targets.
I'd also say that non-variation in framerate is more important for gameplay than anything else, but that's getting off to much into a tangent (much like the whole thread I suppose).
So to bring things back a little - what if that minimum framerate only occurred because they couldn't use floating point buffers, or S3TC, or something similar?
Fairly consistent only if you're aware of what's happening at the time of the slow down, otherwise it might only seem inconsistent. Case in point (and bringing back to on-topic, no matter how people try to diverge!): I had sub-image replacement corruption that for all intents and purposes appeared random, and would have been had anyone else looked at it. What the problem was, was that the s3tc texture blocks had to be replaced in a specific order, or with certain data the result was corrupted. Driver bug, actually, several years back and long since fixed, and not something I would have needed except for using the drivers to convert images to s3tc format.
You still need to see something like a histogram before you can make any type of educated conclusion. Otherwise it is like saying, Team A scored a goal and then determining if they won or not without knowing the other teams score. With your issue if the data was identical that it was trying to process on the same run then the results should be relatively identical. The heaven test does the same calculations in the same order, the items it has to render are identical each and every run.
That number quoted up there is useless as it gives no real indication as to when, how long, why it happened. It doesn't even isolate it to being an application issue. The fact that it it cannot be replicated on a steady basis running a "canned app" suggest that the dip occurred from an outside influence. A single low point fps does not tell you anything meaningful.For all you know that dip occurred while the timer started and the level was still loading.
PS I would say "realtime financial analysis software development" would qualify as "any serious performance programming".