I agree with this. I would rather have an implementation of QAA than a full screen blur filter, ala, GTA4 which is just horrible. QAA or FSAA is either not used on more third party PS3 games because of a lack of careness or because they do not properly implement their engine enough for performance on the PS3. I have heard that many developers are not given the budget or time to work on the PS3 version of games which is extremely unfortunate. It has been suggested that Killzone 2 is only using 3 or 4 SPE's (don't remember exactly which, but it isn't all 7), which goes to show how much optimization can be done to achieve quality and performance on PS3.
It's possible GTA4 PS3 went with the blur because a blur upscale post process pass is much faster than using any form of hardware msaa on PS3. You can do an upscale in ~0.5ms, compared to potentially many milliseconds for msaa. Remember that with msaa, the more stuff you draw the more expensive it becomes. A post process upscale on the other hand is a fixed performance cost regardless of what's going on on screen. GTA4 draws far more stuff that just about any game out there, far more than your typical shooter game, so msaa on GTA4 was probably very expensive on PS3.
Also, a post process upscale will require less memory than msaa will. All games have post process passes, and the upscale step can be fit into that framework with no extra memory required. Given the scope of GTA4, it's possible that they couldn't afford the extra memory hit for any form of msaa on PS3.
Combine the two, both a performance and memory hit, and you can see why they may have chosen to not use any msaa on GTA4 PS3 and instead go with a blur filter. The reason they went with msaa on the 360 version isn't because they are all dumb PS3 programmers at Rockstar that want Sony to fail. They have some serious talent there, they contribute to many of the graphics books that we all read. Instead it's likely because there is no memory hit for using msaa on 360, and the performance hit on 360 is relatively minimal as well.
Finally, you can't compare Killzone2 to GTA4. Those games have totally different hardware demands, it's impossible to compare the two. Open world games like GTA4 are perhaps the toughest most hardware demanding style of games out there to implement.
Does Resistance 1, or Killzone 2 screenshots look blurry to you? I'd say that this argument about Quincunx being very blurry is an exaggeration or myth, or perhaps is only a problem endemic to certain specific hardware configurations/videocards. Because with all the games on the PS3 that use the Quincunx method of AA, we frankly don't evidence of this "substantial blurring" that some people speak of.
You never want to use Quincunx in multiplatform games because it looks like poop when compared to the regular 2xmsaa that will be used on the other platform. You can perhaps get away with it if you are making a PS3 only game, since people might not notice the texture blur because there is no other version of the game to compare it to. But rest assured, it does blur the final image. It's not a recommended alternative for upscale blur for the reasons I mentioned earlier, in that if the devs have chosen to upscale blur it's probably because they are out of gpu.