Does anyone know how e.Graphics.DrawArc is implemented?
Graphics.DrawArc calls the native function GdipDrawArcI in gdiplus.dll.  This function calls the arc2polybezier function in the same dll.  It appears to use a bezier curve to approximate an elliptical arc.  In order to get the exact same end-point you're looking for, we'd have to reverse-engineer that function and figure out exactly how it works.
Fortunately, the good people at Wine have already done that for us.
Here is the arc2polybezier method, roughly translated from C to C# (note that because this was translated from Wine, this code is licensed under LGPL):
internal class GdiPlus
{
    public const int MAX_ARC_PTS = 13;
    public static int arc2polybezier(Point[] points, double x1, double y1, double x2, double y2,
                              double startAngle, double sweepAngle)
    {
        int i;
        double end_angle, start_angle, endAngle;
        endAngle = startAngle + sweepAngle;
        unstretch_angle(ref startAngle, x2/2.0, y2/2.0);
        unstretch_angle(ref endAngle, x2/2.0, y2/2.0);
        /* start_angle and end_angle are the iterative variables */
        start_angle = startAngle;
        for(i = 0; i < MAX_ARC_PTS - 1; i += 3)
        {
            /* check if we've overshot the end angle */
            if(sweepAngle > 0.0)
            {
                if(start_angle >= endAngle) break;
                end_angle = Math.Min(start_angle + Math.PI/2, endAngle);
            }
            else
            {
                if(start_angle <= endAngle) break;
                end_angle = Math.Max(start_angle - Math.PI/2, endAngle);
            }
            if(points != null)
            {
                Point[] returnedPoints = add_arc_part(x1, y1, x2, y2, start_angle, end_angle, i == 0);
                //add_arc_part returns a Point[] of size 4
                for(int j = 0; j < 4; j++)
                    points[i + j] = returnedPoints[j];
            }
            start_angle += Math.PI/2*(sweepAngle < 0.0 ? -1.0 : 1.0);
        }
        if(i == 0)
            return 0;
        return i + 1;
    }
    public static void unstretch_angle(ref double angle, double rad_x, double rad_y)
    {
        angle = deg2rad(angle);
        if(Math.Abs(Math.Cos(angle)) < 0.00001 || Math.Abs(Math.Sin(angle)) < 0.00001)
            return;
        double stretched = Math.Atan2(Math.Sin(angle)/Math.Abs(rad_y), Math.Cos(angle)/Math.Abs(rad_x));
        int revs_off = (int)Math.Round(angle/(2.0*Math.PI), MidpointRounding.AwayFromZero) -
                       (int)Math.Round(stretched/(2.0*Math.PI), MidpointRounding.AwayFromZero);
        stretched += revs_off*Math.PI*2.0;
        angle = stretched;
    }
    public static double deg2rad(double degrees)
    {
        return Math.PI*degrees/180.0;
    }
    private static Point[] add_arc_part(double x1, double y1, double x2, double y2,
                                     double start, double end, bool write_first)
    {
        double center_x,
               center_y,
               rad_x,
               rad_y,
               cos_start,
               cos_end,
               sin_start,
               sin_end,
               a,
               half;
        int i;
        rad_x = x2/2.0;
        rad_y = y2/2.0;
        center_x = x1 + rad_x;
        center_y = y1 + rad_y;
        cos_start = Math.Cos(start);
        cos_end = Math.Cos(end);
        sin_start = Math.Sin(start);
        sin_end = Math.Sin(end);
        half = (end - start)/2.0;
        a = 4.0/3.0*(1 - Math.Cos(half))/Math.Sin(half);
        Point[] pt = new Point[4];
        if(write_first)
        {
            pt[0].X = cos_start;
            pt[0].Y = sin_start;
        }
        pt[1].X = cos_start - a*sin_start;
        pt[1].Y = sin_start + a*cos_start;
        pt[3].X = cos_end;
        pt[3].Y = sin_end;
        pt[2].X = cos_end + a*sin_end;
        pt[2].Y = sin_end - a*cos_end;
        /* expand the points back from the unit circle to the ellipse */
        for(i = (write_first ? 0 : 1); i < 4; i ++)
        {
            pt[i].X = pt[i].X*rad_x + center_x;
            pt[i].Y = pt[i].Y*rad_y + center_y;
        }
        return pt;
    }
}
Using this code as a guide, along with a bit of math, I wrote this endpoint calculator class (not LGPL):
using System;
using System.Windows;
internal class DrawArcEndPointCalculator
{
    public Point GetFinalPoint(Point startPoint, double width, double height, 
                               double startAngle, double sweepAngle)
    {
        Point radius = new Point(width / 2.0, height / 2.0);
        double endAngle = startAngle + sweepAngle;
        int sweepDirection = (sweepAngle < 0 ? -1 : 1);
        //Adjust the angles for the radius width/height
        startAngle = UnstretchAngle(startAngle, radius);
        endAngle = UnstretchAngle(endAngle, radius);
        //Determine how many times to add the sweep-angle to the start-angle
        int angleMultiplier = (int)Math.Floor(2*sweepDirection*(endAngle - startAngle)/Math.PI) + 1;
        angleMultiplier = Math.Min(angleMultiplier, 4);
        //Calculate the final resulting angle after sweeping
        double calculatedEndAngle = startAngle + angleMultiplier*Math.PI/2*sweepDirection;
        calculatedEndAngle = sweepDirection*Math.Min(sweepDirection * calculatedEndAngle, sweepDirection * endAngle);
        //Calculate the final point
        return new Point
        {
            X = (Math.Cos(calculatedEndAngle) + 1)*radius.X + startPoint.X,
            Y = (Math.Sin(calculatedEndAngle) + 1)*radius.Y + startPoint.Y,
        };
    }
    private double UnstretchAngle(double angle, Point radius)
    {
        double radians = Math.PI * angle / 180.0;
        if(Math.Abs(Math.Cos(radians)) < 0.00001 || Math.Abs(Math.Sin(radians)) < 0.00001)
            return radians;
        double stretchedAngle = Math.Atan2(Math.Sin(radians) / Math.Abs(radius.Y), Math.Cos(radians) / Math.Abs(radius.X));
        int rotationOffset = (int)Math.Round(radians / (2.0 * Math.PI), MidpointRounding.AwayFromZero) -
                             (int)Math.Round(stretchedAngle / (2.0 * Math.PI), MidpointRounding.AwayFromZero);
        return stretchedAngle + rotationOffset * Math.PI * 2.0;
    }
}
Here are some examples.  Note that the first example you gave is incorrect - for those initial values, DrawArc() will have an endpoint of (0.58, 0.97), not (0.92, 0.33).
Point startPoint = new Point(0, 0);
double width = 100;
double height = 200;
double startAngle = 180;
double sweepAngle = 135;
DrawArcEndPointCalculator _endPointCalculator = new DrawArcEndPointCalculator();
Point lastPoint = _endPointCalculator.GetFinalPoint(startPoint, width, height, startAngle, sweepAngle);
Console.WriteLine("X = {0}, Y = {1}", lastPoint.X, lastPoint.Y);
//Output: X = 94.7213595499958, Y = 55.2786404500042
startPoint = new Point(0.251, 0.928);
width = 0.436;
height = 0.593;
startAngle = 169.51;
sweepAngle = 123.78;
_endPointCalculator.GetFinalPoint(startPoint, width, height, startAngle, sweepAngle);
//Returns X = 0.579143189905416, Y = 0.968627455618129
Point startPoint = new Point(0, 0);
double width = 20;
double height = 30;
double startAngle = 90;
double sweepAngle = 90;
_endPointCalculator.GetFinalPoint(startPoint, width, height, startAngle, sweepAngle);
//Returns X = 0, Y = 15