My answer is: ....I do not know, yet. I agree that AA has changed as a necessary and valuable part of pixel technique as screens have gotten sharper. I've seen a lot of people go for no-AA works that I have found very aesthetically pleasing. And it can be said that a tour de force of super-AA smooth pixel art seems to devolve: it looks like vector art and one has to wonder why it isn't vector art, then.
Yeah, there is the vectory pixel art around (e.g. Panda's work) and yeah I also doubt that this kind of style is optimal for pixel art.
And overly smooth AA also seems to wash away the sharpness we want to have emphasized.
I mean if a piece of art should have this kind of look, an artist would go and use a vector program and he won't have to deal with getting it smooth at all.
I mean in terms of efficience it's definitely a bad choice, you spend first a lot of time with creating the piece and then you have to smoothen out every single bit of it, if there are lines in it it gets even harder to make them consistent in thickness with AA
I mean for showcasing that you completely understood how good you are with AAing it's ok
the bad side about this is that there are lots of single pixels and it looks really blurred if you look at it at 200% or bigger
(example for all who don't know Panda)

vector or pixel at 100% ?
However in my own work I used to have great trouble letting go of AA, as a lot of skill I've gotten in this art style was related to that. And there is certainly smart AA. And much of a good, mixed color palette is about reusing a main shade as a buffer shade somewhere else.
yeah, I don't talked about good mixed palettes. It's possible to use each shade to it's maximum.
I mean if you do a technique over and over again and you just get used to it and it gets second nature to you it's really hard to let it go - especially if your sense for aesthetics is telling that there is something missing.
However the question is if we should see AA just as time eater and "bad habit" if we change our style aesthetics to the cluster approach.
So through this new idea about minimizing stranded pixels, I finally have a systematic way of figuring out how much AA I really need, if any. I do not have any solid answers to your query, Cyangmou. Perhaps 2point AA (like a small flat cluster) will look to me as gimmicky in a few years as single pixel AA does now. Perhaps 2point will survive because it looks harmonious when it's not aligned with other edges of two-pixel clusters (when it's not banding, so to speak).
I think if we leave out half part of the technique leaving it all out at won't really hurt. "gimmicky" describes it quite good.
I mean AA is one of the first techniques which a person who is new to pixel art learns and it needs time to fully understand it. Pixel artists just look for AA in pixel art pieces because they expect they would miss something if it'snot there.
Your systematic way would be great to know of - I mean I am usually solving it just with intention
But there are occasions where you might need single AA Pixels - the thing I am talking about are perfect circles - gets really hard to smoothen out a round edge without them. Or leving them out completely
Because I am lazy I am just using Cure's examples.
any need to "fix" it with a cluster approach?
Or just don't thinking of AA at all?


And another startling thing about this whole deal: even banding looks less bad when there's no single pixels around, for some reason. Somehow the tetris jumble allows for it more, not sure why.
90% of banding occurs if you have too many colors in too less space.
I think the tetris jumble allows more banding because if we start looking closer at it, the whole art looks tidy because of intentionally aligned forms. I suppose the cluster-form impression is then percepted stronger as if there are just thrown in pixels so to say.
I mean the polymino approach (if used strongly for detailled bits) lets the whole thing look more and more like a pattern if you look closer.