It's the drivers job to talk with the hardware the best way possible, but it's not the drivers job to optimise the API calls.
It most certainly is the driver's job. The driver developers know the hardware and the API better than any developer does. It's no different to compilers or OoOE reordering instructions.
Besides, if it was all about API calls then the 285 wouldn't be falling over. There's a lot more going on here.
Don't forget that Mantle is a low level API and as such we want to give the control the the dev, not the driver.
All that's happening is the workload of driver optimization is being pushed onto the developers. The only people asking for this are people who don't remember programming under DOS. There's a reason why nobody programs in assembler anymore except outside of certain embedded systems.
If DICE thinks Mantle is so good, how come we don't have a pre-emptive patch for BF4 to support the 285? Where's their "we'll support Mantle for X years" roadmap?
Right now we have two Mantle games and one generation of hardware that runs it, and all it took was a single new card for it to completely fall over.
Meanwhile DirectX can run thousands of games across dozens of generations of hardware. Even if Mantle is faster it means squat if it breaks all existing games every 18 months when new hardware arrives.
Now, AMD will certainly release a new driver that will improve the performance, but if the problem lies in the change of the architecture, AMD can't do anything here.
The driver won't do anything if the application is targeting specific hardware, unless you start going behind the developer's back again, which defeats the purpose of Mantle.
Once you lose that abstraction you need to constantly patch the game, and that's a very bad place to be. It's one of the reasons why we need to run DOS games in emulators on today's systems.