Simplex noise looks better, but not necessarily faster. It all depends on the implementation. As a rule, this is "about the same speed", and there should not be a large penalty for using any option if your code is good.
Note that most of the code I wrote that floats on the Internet is not optimized for speed, but written for clarity. The GLSL implementations from Ian McEwan and me a couple of years ago were reasonably optimized for speed, but they were optimized for equipment that is now deprecated, and versions of GLSL that were current at the time. Important changes to GLSL since then include integer types and bitwise logical operations, which makes some of the hash functions uncomfortable and unnecessarily complex. The need for polynomial permutation was due to the lack of bitwise logical operators in GLSL. It is still missing from GLSL for WebGL, but all other platforms now have full support.
4D simplex noise is faster in most cases than 4D classic noise. All other cases depend on the language, platform, and amount of code optimization.
Simplex noise has a simple analytic derivative. Classic noise is more complicated in this regard. In many cases, like smoothing and mapping terrain, an analytical derivative is very useful.
source share