Maybe not in a Mask Bloom demonstration… Ordinary bloom tends to wash out ntsc artifacting a bit and produces a different mask reduction distribution. I never felt too comfortable using ordinary bloom with some Mario games, for example.
Mask bloom also doesn’t clip colors when cranked up, better preserves horizontal transitions because colors aren’t pushed up, works nice with mask gamma and has different mask presence in darker scanline parts.
But ordinary bloom is, as you mentioned it, very nice with slotmask setups and normal mask setups when using lesser bloom strength.
Both blooms can also be combined though.
On a RGB panel using the shader’s BGR layout there should be more consistent subpixel spacing, removing green or magenta vertical ‘lines’. But it might really be the TV’s subpixel structure.