I'm afraid this discussion cant be shut down that easily. I wish it could - maybe then things would be simpler and I could worry less about technicality and more about creativity. Of course display settings are beyond the control of the designer, except in special cirumstances. But I'm focusing on PC games here, so resolutions now vary greatly. Back in the C64/ Amiga days it wasn't nearly the issue it is now. And displays are only gaining diversity.
I suppose you could delve deeper into this subject than I intended, which like you allude to is rather moot, when all I'm really trying to target discussion on is pixel art created for display beyond 1x, with the average display considered. I consder par for the course to be a 1280x1024 res LCD, these days.
Basically it's this - I'm making a game. It will run in 2x windowed mode (will not do full screen). Every visual pixel in the game will be twice the size of any pixel outside the game's window, meaning the user's wallpaper, icons, other programs, everything's resolution will be twice as high as the imagery in the game.
Now, I ask again - with this obvious reduction in resolution, are we as designers wise to augment the way we pixel? Less AA, less if any dither, etc? What do you think? I find that certain techniques are exposed and don't look quite right when blown up and the single pixel is "exposed", in relation to surrounding 1x pixels in the display, especially.