MSDN has the following explanation of pure devices:
A pure device does not save the current state (during state changes), which often improves performance; this device also requires hardware vertex processing. A pure device is typically used when development and debugging are completed, and you want to achieve the best performance.
One drawback of a pure device is that it does not support Get* API calls; this means you can not use a pure device to query the pipeline state. This makes it more difficult to debug while running an application.
A second drawback of a pure device is that it does not filter any redundant state changes. When using a pure device, your application should reduce the number of state changes in the render loop to a minimum; this may include filtering state changes to make sure that states do not get set more than once. This trade-off is application dependent; if you use more than a 1000 Set calls per frame, you should consider taking advantage of the redundancy filtering that is done automatically by a non-pure device.
As with all performance issues, the only way to know whether or not your application will perform better with a pure device is to compare your application’s performance with a pure vs. non-pure device. A pure device has the potential to speed up an application by reducing the CPU overhead of the API. But be careful! For some scenarios, a pure device will slow down your application (due to the additional CPU work caused by redundant state changes). If you are not sure which type of device will work best for your application, and you do not filter redundant changes in the application, use a non-pure device.