Even when rendering in layers, offline CG uses very high quality AA. There are some nontrivial issues with compositing overlapping objects, like, using premultiplied or unpremultiplied alpha, layer compositing math, etc. But you just have to get AA for the individual elements during rendering.
Also, shader AA and geometry/edge AA can and should be decoupled. Developers should write their own shader AA, and let the hardware handle multisample edge AA for them, I don't understand why Kirk wants to take it into another direction...
Also, shader AA and geometry/edge AA can and should be decoupled. Developers should write their own shader AA, and let the hardware handle multisample edge AA for them, I don't understand why Kirk wants to take it into another direction...