The point in why it's pointless: AGP transfers actually rarely ever happen. As long as the scenery fits into the graphics card's own RAM, no system memory is borrowed to help, thus no AGP transfers take place. CPU initiated traffic (read geometry data uploads) runs as PCI cycles, always at 66 MHz (1x) speed - these are few data, so bus speed is not an issue here.
In the professional 3D rendering world, where 256 or even 512 MBytes of RAM on the card sometimes aren't enough to hold the entire scene, AGP transfer speed does matter. In games, it doesn't.