So the Super CD Screen flying away is just animated tiles? I'm sure the TG could scale small things if the software had a scaling routine written in.
The system card has quite a few math routines, but a developer is better off using their own (faster code or with LUT aids). Either way, it's not realistic to try to scale image data in real time. One of the biggest reasons is that console systems don't use linear bitmap style displays, so you have even more overhead of converting the scaled or rotated image into a planer tile format. I know two really fast scaling and rotation methods (no cos/sin or multiplication or add/subs used), too bad the format conversion to planar tile negates the process.
One method is to pre-scale all the frames in realtime (during a break or low cpu resource part) and then store them in memory for later use. This saves memory, if you think of it as a form of compression (just more CPU intensive than most compression methods), and can cut down on loading times. The other method of course is just to have them already prep'd as frames, stored on the CD.
Funny thing about the PCE; it would have benefited more from the scaling/rotation chip like in the SegaCD, than the SegaCD did, since the PCE is free to write to VRAM during active display unlike the Genesis (or SNES). They could very easily added such a chip to the system card.