Minimal project: Main scene with a centered label that says "Hello world!"
Directory of C:\m\Programming\Godot\exports\unzipped-apk-with-non-binary\assets
08/22/2021 09:41 AM <DIR> .
08/22/2021 09:41 AM <DIR> ..
08/22/2021 09:41 AM <DIR> .import
08/22/2021 09:39 AM 62 _cl_
08/22/2021 09:39 AM 163 default_env.tres
08/22/2021 09:39 AM 3,305 icon.png
08/22/2021 09:39 AM 640 icon.png.import
08/22/2021 09:39 AM 261 Main.tscn
08/22/2021 09:39 AM 477 project.binary
vs
Directory of C:\m\Programming\Godot\exports\unzipped-apk-with-binary\assets
08/22/2021 09:41 AM <DIR> .
08/22/2021 09:41 AM <DIR> ..
08/22/2021 09:41 AM <DIR> .import
08/22/2021 09:41 AM 62 _cl_
08/22/2021 09:41 AM 254 default_env.tres.converted.res
08/22/2021 09:41 AM 53 default_env.tres.remap
08/22/2021 09:41 AM 3,305 icon.png
08/22/2021 09:41 AM 640 icon.png.import
08/22/2021 09:41 AM 866 Main.tscn.converted.res
08/22/2021 09:41 AM 46 Main.tscn.remap
08/22/2021 09:41 AM 542 project.binary
comparing
Directory of C:\m\Programming\Godot\exports
08/22/2021 09:41 AM 8,985,985 hello.binary-resources.apk
08/22/2021 09:39 AM 8,985,814 hello.non-binary-resources.apk
In this example the difference is very small, but for a project of any size it grows. Mine is a fairly simple puzzle game and the difference was noticeable.
IMHO the ZIP algorithm is unlikely to be significantly affected by the difference between the binary and textual scene file. The difference is simply that the binary scene resource file has a whole lot of padding absent in the textual file, and the padding is a more variable length than the textual delimiters are in the textual file.
(As it is, I am still using the convert-text-resources-to-binary-on-export files, since 30K+ isn't a deal breaker, but it was surprising.)