The display technologies of the Spectrum and CPC were pretty similar in that they both had a frame buffer that could be addressed at the pixel level, so porting graphical stuff from Spectrum to CPC and CPC to Spectrum wasn't that hard. This approach to display technology was pretty low cost because all it needed was a few Kb of ram for the frame buffer and a low complexity IC (ULA in the Spectrum and CRTC in the CPC) to convert that frame buffer into a TV displayable image. This worked well for the CPC and Spectrum as they were low cost devices.
Arcade boards of the same era generally didn't have a pixel addressable frame buffer, instead they had much more powerful, dedicated (i.e. expensive) hardware in the form of tile map(s) generators and sprite generators. The Spectrum and CPC could happily do tiles and sprites (after all, that's pretty much what ALL games were comprised of back then, so they had to be able to do them!) but they had to be done in software, which consumed a huge chunk of the CPU's processing time per frame. Arcade boards, on the other hand, did all tile and sprite generation and movement using the expensive, powerful hardware, freeing up the CPU to do other things such as better AI for the bad guys, better collision detection, ability to have many more bad guys on screen at once, better frame rate, etc.
Take Gyruss for example, the 3D effect scrolling star field is actually comprised completely of lots of 1 pixel sized sprites in different colours. This same effect could be done on the Spectrum/CPC by simply moving lots of individual pixels but because Gyruss hardware can't access individual pixels it has to simulate this by using lots of 1 pixel sized sprites. This is not a problem for Gyruss as it has powerful sprite hardware (capable of drawing 48 sprites per frame) which can eat up such a task. However doing a similar thing on Pac-Man hardware wouldn't really be possible as it can only display 6 sprites at once. This is where having pixel level access to the frame buffer would be nice. Taito L System can display 120 sprites per frame so that makes it easier to simulate pixel level effects without being able to address individual pixels (which it can't do).
It would certainly be possible to port a CPC game to arcade hardware but, as Eric has mentioned above, to do so you need to change your way of thinking from software generated tiles/sprites and pixel effects to hardware generated tile/sprites and no pixel effects. There are some things which are more difficult to achieve when you don't have the ability to address individual pixels so you need to come up with a compromise where tiles and sprites can be made to behave in the same way. Not easy, but doable, usually.
Were there any games written exclusively for the CPC that would make a worthy port to arcade hardware, in your opinion?