He wants to do texture AA with them too ... so basically each micropolygon rather than half-pixel sized becomes 1/(2*anisotropy) sized. It might be the future, but it ain't the now.Good looking displacement actually needs subpixel sized triangles... and there we enter a whole new world of aliasing and sampling issues. I guess there's a reason why Tim Sweeney's talking about micropolygon rendering and software based engines - they've probably did their own displacement tests with UE4 and Gears assets already. So they know very well that this is going to be a problem.
BTW, to maintain sharp edges can't you just add a per vertex parameter and do the appropriate work in the hull shader? Adding a row of triangles seems like such a nasty artist hack