I was a bit curious what exactly this "system load" was. Turns out it's a ratio between the time the browser takes to draw the particles and the frequency at which it is supposed which to draw.
Because using Canvas requires you to manage redrawing the entire scene each frame in javascript. When using DOM based sprites, the browser takes care of the redrawing whenever you move an element (e.g. a spite).
It's also a display model problem. A big bitmap that you draw on arbitrarily is just harder to optimize than a decomposable scenegraph.
This downside of Canvas also means it may become a dead-end for high-performance 2D, unless we discover some way of making all manipulations go completely on-GPU. Canvas is presently best suited for creation of individual textures and sprites, while other methods(CSS, SVG, WebGL) are better to render and transform them.
Always wanted to make an RPG game using sprites. Anyone ever tried?
I made a prototype a while ago just to demo some sprite movement while messing around with Node.js (it's concurrent multi-user): http://rpg.sleeperbot.com/