I'm not sure why I'm responding to such a raving, irrational post, but here goes.
Since when is heavy parallel programming on the PS3 easier to do than downgrading graphics?
Perhaps you need to read my entire post. I said "excluding custom hardware", i.e. - SPEs, multiple cores, etc. When dealing with single core, simple GPU code you still have available resolutions, available horsepower, etc. to deal with. Nintendo claims that the Wii has about twice the horsepower of the PS2... that's considerably less than the horsepower available in the PS3 and 360.
I have far less than 26 years of software development behind me, and I can already see your BS.
I believe you when you say you have less than 26 years of software development experience. 
Sorry, but if PC developers can make games that go as low as 640x480 with no effects in these kind of games, up to 1920x1200 full of effects everywhere, and this with their engine, someone can do it on consoles.
Who says there is no effect? Take, for example, the amount of screen real estate required to display the status bars and other "static/fixed" objects in a game. Fonts can be an issue here as well. I can write a game that renders beautifully at 720p, but which would have completely unreadible fonts at 480p. Most likely, the answer lies in between... the game can probably display at 480i (need to be able to support those PS3/360 gamers who don't have HDTV, after all), but the graphics are likely "tuned" for higher resolution, because that is the core user base of those consoles. The core user base of Wiis probably doesn't have HDTV. And please stop using PC games as an example. Most PCs are connected to computer monitors, not TVs.
You're a disgrace to software developers. AI has nothing to do with powerful CPU, this is the last thing you should have talked about related to CPU power. To make the matter worse, AI (excuse me, heuristics) is often what is used to reduce the raw computer power needed in most CPU intensive tasks.
Sorry, but I'm not sure I can help you here. If you don't understand how AI can be used within a game to control several hundred independent computer-controlled fighters (RTS games being the primary example), then I don't know how to bring you up to speed in a reasonable period of time. Perhaps this can help: imagine you write a program that causes a computer-controlled character to move across a battlefield, avoid your own troops, and then attack against your fortifications. Now imagine that your code needs keep track of and control 125 of these characters. And your code also needs to determine object collisions between those troops, control your troops based on the high-level commands you've issued, determine object collisions between your troops, determine sounds to be issued based on the hundreds of concurrent independent activities, determine clipping regions based on other objects in the environment (such as walls, vehicles, large weapons, trees, etc.), etc, etc. This part of the software isn't controlled by the GPU, but by the CPU. The more concurrent tasks you have, the more horsepower required to keep everything moving smoothly as your code switches between tasks/threads.
What? Isn't the Force Unleashed on Wii the same game with another engine? Which is the right thing to do, when your engine is so bad that it can't scale properly.
No, The Force Unleashed is NOT the same game on the Wii as the 360/PS3. It is radically different in many ways. It was a concession due to the relative inequities in horsepower. I don't know why you seem to have so much angst regarding the Wii having less power than the PS3 or 360. Nintendo has always claimed that they decided to focus more on the playability of games than raw feats of graphical prowess. This was a decision Nintendo made, and you can rant all you want about it. Personally, I think they've done a fine job of using innovative UI to differenciate themselves instead of focusing on raw horsepower. They ARE currently outselling the competition.
Ports to the Wii, of games whose only interest is them being HD, makes no sense at all: these games will lose any interest when ported. What's sad, is that you're basically saying that the only interest of Oblivion and GTAIV is the graphics.
HD, 5.1 surround sound... these are gaming features. Personally, I really like the graphics in games like Mass Effect, Uncharted, Oblivion, etc. But if the gameplay wasn't there, then I wouldn't care how nice the graphics were. On the other hand, if I could have Mass Effect on either platform, I would prefer it on the 360 or PS3. Why? Because I rather look at HD graphics rather than 480p graphics, all else being equal. In other words, I never said that the only interest in Oblivion or GTAIV is related to the graphics. I said the developer was spending the time and effort to have nice, expensively created HD graphics and would have to retune the game to perform it's best at 480p.
Let me get this straight: companies will need to actually work on their Wii ports to make them games and not graphics showcases? They will need to make good games on Wii and work hard on them to actually get money from Wii owners? I'm SHOCKED!
When a company is already spending $30-40 million to make the game run on HD consoles, having to spend money to completely re-engineer the controls to really take advantage of something like the Wiimote might not be an option. To be honest, I think you will see "down-ports" of more games to the Wii as developers get more experience and a larger portfolio of 360/PS3 games in place. Then they can spend resources on the Wii ports without impacting the HD projects as much. If you know anything about software development at all (my title at work is Engineering Manager, by the way), then you must know that you have to be careful not to overextend your engineering resources and end up impacting your base deliverables.
I understand what you're saying. You don't see 3rd parties making quality games on Wii, so of course it's not a slam to the Wii or Nintendo, who ARE putting hard work into their games. At worst, this would be a slam against 3rd parties, which don't put any work into their Wii games and expect them to sell. They got what they deserve.
I wish the rest of your post had been like this... :-/
I'm not sure I agree that it is a simple question of hard work for the Wii port. Sometimes it is, sometimes it has to do with the fact that Nintendo made a conscious decision (and openly defends that decision) to go for innovative user controls and good gameplay and to de-emphasize the focus on raw console horsepower. I think it serves them well, but I continue to believe that this decision sometimes places a barrier on what cross-platform developers can/will produce for the Wii.