Once you switch to a decent SSD ( Sandforce based ) most of your software loading time will be effectively CPU bound rather then I/O bound.
That... assumes an AMAZINGLY complex (and thus rarely used) and supremely efficient fractional loading software design...
The VAST majority of software out there performs loading as such:
A. Read data into RAM
B. When all data is DONE reading into ram, perform CPU calculations.
This makes total time to load A + B... there is no "bottleneck" in this kind of operations. Bottlenecks tend to happen in more concurrent operations (ex: video encoding, video decoding, file compression, etc) where data is loaded at the same time as it is being worked on. (or rather, split into bite sized chunks which are processed individually as soon as they are loaded)... ex: while encoding/decoding frame 1001 it can be concurrently loading the data for future frames.
This is actually WORSE in most games... NWN2 for example:
It decompress' a zip file on HDD to a temp directory on HDD using a SINGLE CORE ONLY! (concorrent operation thankfully), the resultant files are then loaded into RAM, and only then processed.
so the process is:
A. Read zip file, concurrently processing it with CPU, concurrently writing resultant files to HDD.
B. Read resultant files from HDD into RAM.
C. Process said files.
That being said, its LIKE a bottleneck because even if the operations are concurrent, with standard HDD the CPU portion of the work is a fraction of the time of the HDD portion... while with a top quality SSD the SSD portion is a fraction of the time of the CPU...
so going from 1 minute HDD work and 10 seconds CPU work to 1 second SSD work and 10 seconds CPU work would make it seem as if there was a bottleneck, and that it "shifted". But for a bottleneck to exist the work must be concurrent (so that in case two, for ever 10 seconds the CPU works, the SSD works 1 second and waits 9). That only happens in certain scenarios (video encoding, video decoding, file compression, file decompression, etc).