Also I was seeing the DF comparison with low power profile and thinking to myself: yeahhhhh... most casuals won't notice. And since they wont notice many will not buy the PS6 but this one, since portability adds a lot of value to that kind of customer.
Actually 35 watts would be a Game Gear performance handheld. It must run at 20 max (15 better) and hopefully use some of those new batteries that are hitting the market, so it can reach 5 hours of use.
Well, it's 100 watts for the whole system that most likely has a lot of power hungry stuff not included or scaled back in a handheld. Then there's the 3nm process node, which will be more efficient than current 6nm's PS5. A current day 3.5 RDNA Z2 Extreme is already half the TFlop performance of a PS5 (yes, with flopinflaction, but Kepler said that dual issue will be actually useful in RDNA5). And that doesn't consume 50 watts. Then everybody here is saying that Sony can't capture a render call in its own system but I keep my position that they are not monkeys smashing a keyboard and they'll be able to. So they won't target 4K and they won't be rendering at whatever the PS5 power saving is doing at native, but much lower and then upscaled with a "lite FSR" like the "lite DLSS" that the Switch 2 is doing and that proves to be better than just bruteforce the image. The most challenging part is memory bandwidth, that is very power hungry. The PSP3 will have 1/3 of that (doable since the SW2 already have 1/4 of the PS5 bandwidth), will profit of that memory compression thing Cerny said and rendering close to 1/3 to 1/2 of the native resolution and/or framerate of the PS5. 
Yes, Immortals Of Aveum is going to look rough, but everything from Sony is more or less going to work...