Oh and you're woefully misinformed if you think FSAA on RSX is somehow free/cheap especially when most modern engines these days are using at least some form of deferred pass for shadows/lighting/particles etc..
Q: Can it be done like this ?
A forward render pass on RSX that is 2XAA and a deferrd pass on SPU's that also has 2xAA on spu's? perhaps a deferrd 1024×540 framebuffer x2aa on spu's for lighting/shadows