The quantity of svg elements you describe could certainly pose a problem in terms of memory consumption.
As opposed to the canvas element, SVG requires the browser to maintain an object model for all of the represented elements. This object model makes it easy for you to wire an event to the clicking of a particular element. You don't have to keep track of where the square is on the screen, how big it is, scaling, etc. However, this comes at a price of memory requirements, and stands in sharp contrast to the canvas tag, which just worries about what color to paint pixels, and you have to worry about tracking what "object" was clicked.
So, when trying to figure out if performance will be an issue, it's usually wise to start with the lowest common denominator, so-to-speak, in terms of your targeted hardware. Are you targeting mobile devices? Are you targeting laptops and desktops?
Once you have an answer to that question, build out a dummy application targeted at that hardware that uses one dummy graph (100 data points) over and over again 60 times. Build just enough so you can interact with the display in a way that mirrors how your users will interact with it (if you want users to be able to slide the graphs around, that should be included, etc.)
Using that dummed-down prototype, now try using the basic interaction and if the performance meets your requirements (i.e., the expectations of your application's audience.)
In terms of performance enhancements to an app of this nature, I'd suggest using a combination of ajax and svg. I'd generate thumbnails of the graphs (using SVG, they'd be much smaller footprints thanks to reduced detail), and as a user decides to get more detail, I'd use ajax to grab a more detailed SVG representation of that particular graph.
Enjoy building your app :)