Arguably, tessellation has been a feature of D3D since v8 and it's only the level of control over the algorithms that's anything noticeable with D3D11; in other words, I disagree that it's a
key feature compared to the introduction of the Compute Shader. Marketing/PR people would disagree with me simply because it's easier to promote tessellation ("look at all these bumps!!!1"") than the use of dynamic shader linkage ("those big shaders in games....well, they're now...umm, the same... but easier to handle!!!!1!"). We've seen no benchmark that really use SM5.0 yet, with all the new features and limits that it brings; until one such test exists (and if FM are still aiming for a 2010 release, it won't be long

) then we'll hopefully see how good each GPU is in using D3D11. That's assuming FM don't plaster tessellation into every graphics test in 3DMark11.
Anyway, tessellation itself isn't necessary a weak area of AMD: note that I specifically said "geometry throughput", something which is independent of tessellation. The likes of the GTX 480 (and no doubt the 580) can setup 4 triangles per clock, whereas the best that AMD are currently offering is still only 1 triangle per clock. AMD could produce a GPU that's incredibly good at handling the process of tessellation (which itself isn't that hard) but until they do something about their setup engine, their performance in this area is always going to be capped the 1 tri/clk rate, especially when compared to NVIDIA.
Tessellation, in its current form in D3D11, can be done in D3D10; the improvement lie in the level of access to the control points in the patch (namely the hull shader and, to a lesser extent, the domain shader). Most of what they do was handled by relatively fixed function instructions in earlier D3D releases. Tessellation's a big thing at the moment because NVIDIA decided it would be.