Ok so I've put a similar algorithm as rotsprite (but simplified) in Grafx2's latest WIP build :
http://code.google.com/p/grafx2/downloads/detail?name=grafx2-2.4wip1790-win32.zipIt's... rather disappointing.
Now I understand better what it's good at: it's good at avoiding some patterns where a long straight edge becomes exactly horizontal or vertical and shows "noise", pixels that are randomly of the color of either side.
Here's an explanation of the phenomenon:

On the upper image, the grid
intersections show which pixels will be picked by a standard roto(zoom) algorithm. I've put some "zoom balloons" at the bottom to show that a noisy pattern will emerge from a line that should be straight : black*1, white*3, black*1, white*2, black*1.
Using scale2x to soften the edges statistically reduces the times when a newly-horizontal line has the grid intersect on the parts where the pixels are "spikey". (I should have highlighted... in the picture above with a 45° rotation, there is a 10/16 risk of noise pattern using standard algorithm, reduced to 3/16 with scale2x 3 times)
But it's the only case where I see an improvement... For example with pure line art (single-pixel lines), it still produces a mess of lines that are randomly thicker or interrupted, and it absolutely can't improve the rotation of dithered surfaces, antialiased lines etc... Any case where the pixels are in small cluster, ie. most of the detailed PA.
So... no miracle there, still requires finely tweaking the rotation angle until you find one exact angle the produces the least number of artifacts. Grafx2 has a problem here, as it computes the final coordinates of the 4 new angles (rounded to integer), so you can't make sub-pixel adjustments... and it's some part of code that I have never understood, so I won't be able to fix it.