I know it. It was 3.00 am when I did this and I was up since 8am ^^
I also didn´t see the 90dpi… tbh I was too tired already to divide…
Anyways. Blenders importer then abides to SVG standards. To cover Inkscapes escapades would require a lot of coding, would be great though as Inkscape often goes hand in hand with Blender, at least in my pipeline. I usually insert a “default square” in the svg and then scale the whole thing after import. Not the best solution, but the result fits. I don´t know if hours, weeks maybe even months of coding would justify so we get the luxury to save us 1 minute of scaling
I did some readup and it seems Inkscape assumes 90dpi for everything as fixed value, if you where to change the DPI in inkscape you could force it to another pixel value.
Automation most likely would be to have blenders importer check if it is an inkscape svg, if so, check if there´s a measurement set like “meter” and recalculate all import values with the 90dpi.
The question is the responsibility. Does Blender have to import non standard compliant SVG, or does Inkscape has to export standard compliant SVG with the “default SVG” save option - because it´s not very default if you do so either.
I´d say it is the responsibility of Inkscape, however if we wait for them to do or ask them to do the stuff right and wait, we’ll grow old men.
And the next question is rather philosophical but as the name SVG suggests, its scalable, so does it have to have a set unit system at all? You can fit it to anything you want, you just have to scale it.
I find it a bigger problem, that the import to blender often fails on filling the geometry like it shows in inkscape, or to simply change which areas to fill if you scale it.
And the convert to mesh feature is simply a catastrophe. If you import a svg, for example a brand logo or something and leave it curves, approximated AO and shadows often cause problems, especially if you extrude the curves, which wouldnt be if you wher to use a mesh.
If you convert to a mesh though, you got the problem that you for instance can´t let it follow a curve anymore due to the nature of the geometry.
It would be grand if the convert to mesh could actually parse the curve, and create a grid-mesh based on a set gridwith from it and not “just” take the curves controlpoints and “somehow rather randomly” fill them with triangles.