Many paths may be small and easily packed into a texture atlas to aid in super shading. Maybe this could be shared with the region image cache. However to make this really work, we probably need to change the way we handle texture masks for paths. For example, if I have a line which traverses the screen from bottom left to top right, at the moment what we do (if I understand correctly) is create a mask the size of the quad that would represent that line, which would be equal in size to the size of the screen. Instead, we could break the line down into, say, 128x128 chunks such that each mask would contain approx. 181 linear pixels of the line. If we were really clever we could special case this situation so that we reused the same mask for each portion of the line (except maybe the first & last segments where we might encounter end caps we have to deal with or whatnot).
The main benefit of this approach is that by breaking down the stroked path into common block sizes that are reasonably sized, we can easily pack them densely into a texture atlas, and if it happened to be part of the same atlas used for region images we can use the super shader. In addition, we reduce the overall number of pixels we need to upload to the card. Also, by breaking it up into smallish tiles, we could possibly do multi-threaded rasterization of each particular chunk of the stroke, and multi-threaded texture uploads (if it turned out that this helped).