Well, the GJK would give you the closest point of the Minkowski sum to the origin. If nothing else moves, then your Minkowski sum would be the same, and the closest point also.
Usually people assume the bodies are free to move and rotate. On that case, results change all the time.
On the translation case, you should be able to reuse your Minkowski difference. On the rotation case, you would need to recalculate. That would be a problem for many real-time applications.
If your algorithm uses the Minkowski difference implicitly, by means of support functions, then you don't have to recalculate anything. That is one of the advantages of using support functions.
Some shapes have a very easy form for the support function. In that case, you don't need to calculate anything. That's another advantage. And, finally, you can add the support functions to make for the support function of a Minkowski sum. A great property, since that way you can form a family of shapes using primitives, and get GJK to work on them.
If you have a convex hull of n points on the plane, the support function can be precalculated by finding the edges of the hull polygon and sorting the angles of the normal vectors. Every vertex on the hull will have two normals. Just go sequentially and find if your direction is between these normal vectors. That would give you O(n).
You can also change the comparison order and make it O(log(n)).