Personally I think the filesize is a tradeoff worth making. It's the same deal as node-webkit really: there is additional file size, but you get a full feature-complete high-performance modern browser engine to run your game. If you really want to you can still use CocoonJS, but then you will have to deal with its various problems and unsupported features.
The Google Play filesize limit does make the space you've got for your game assets tighter, but then hopefully we can solve that with a remote loader.
In the long-term future, Google are moving towards a Chromium-powered webview built-in to Android. This would allow the best of both worlds: no size overhead, and a great browser engine. However it's a way off being as useful as Crosswalk is right now - the webview in KitKat is missing WebGL, Web Audio, and even hardware acceleration (!), plus updates are still tied to the OS version (so the version of Chromium could get out of date). Google have plans to fix all of that, and it is on the horizon, but it's likely to be years before a version of Android with all that has wide market share. Until then Crosswalk is the best engine we're going to get for Android native apps.