I've already looked in to DirectCanvas (the thing which speeds up HTML5 games), but coding for it is a nightmare. For some reason it isn't backwards compatible with existing code. Using it means a lot of work, possibly changing all rendering code, and it looks likely it'll break any third party plugins that draw. It's not enabled by default so using AppMobi right now doesn't get you any extra performance over PhoneGap. I tried to get them to explain why they did it like that but they just said it was the only possible way. It certainly doesn't have to be done like that on Android, so I'm not sure what's going on. Overall I was pretty disappointed, so we've been looking in to alternatives, but the state of mobile is tricky to say the least.
It's possible some hacks may get better performance, but I was going to focus on Android 4 when it comes to my phone (due this month). Also, I think mobile performance is a problem time will fix, since I'm sure hardware-accelerated canvases and WebGL are on their way for mobiles and tablets - they're just a little behind the desktop tech. Being a small team we can't really afford to spend ages on hacks that might not work, but I think porting DirectCanvas to a PhoneGap plugin would be an interesting place to explore next.
I tried a little side-project recently called WebGLGap which was a PhoneGap plugin that aimed to enable WebGL for Android. It worked, but was slower than Canvas 2D! I think it's Android's javascript engine is terribly slow at the moment and negates the performance benefit! So I hope that shows we're aware of the performance issue, and we are trying things, but it's a very difficult area - there are no easy fixes, it looks like all of the options will involve lots of work.