This and some of the other stuff you mention has been done here and there, we need to go beyond these more traditional techniques though. Grabbing nAo's 'smarter triangles' as an example, the place where you get the best benefit from more dense geometry is at an objects silhouette.
Take a soccer ball as an example that has 100k polys uniformly distributed about its sphere. When you look at that ball, alot of the geometry near the middle of the ball is mostly wasted, you can simulate the 3d-ness of that part in the pixel shaders. But the edge of the ball needs that extra level of geometric detail so that it appears nice and round since it represents the silhouette.
Now rotate the camera 90 degrees about the vertical axis. That edge that was previously on the silhouette, and hence needed that extra geometry, is now near the middle of the ball. So, now that section of the ball does not need that extra geometry anymore and its kind of wasted. However, the previous middle section which didn't need all that detail before, needs it now since the current camera view places it at the silouette.
Going forwards, we'll need a way to dynamically redistribute triangles (based on the current view) to where they are needed the most.