Do you think MGS4 on the 360 would have run at HD resolution? Would Motorstorm 2 on the 360 have been better then the PS3 version because of EDRAM? Does the lack of MSAA on the PS3 version of Mirror's Edge make it worse than the 360 version. There are design choices and then there are multi-platform compromises. COD4 renders in sub HD resolution because IW wanted to maintain a solid 60 FPS on both platforms. Did Infinity Ward compromise? No, they made a design choice. You know exactly what I'm getting at because you've probably experienced this disregard to properly optimize the PS3 port either indirectly or directly. If you want to be a multi-platform developer, then adopt the Infinity Ward or Criterion paradigm of console development. Simply stated, If you're going to to a job, then do it right or don't do it at all.
Your original post implied PS3 versions of multi platform games suffered because they are "shoveled over" from the 360 and compromised by among other things, unmotivated developers. Magically though, numerous PS3 single platform multi million dollar titles suffer the exact same issues as multi platform games, namely sub-hd res, no msaa, frame rate issues, screen tearing, pixelated particles, mandatory hdd installs, and on and on.
Somehow when a multi platform titles exhibits these issues, it's due to being a poor port made by unmotivated developers and you feel cheated. When PS3 single platform titles exhibit the same issues as they have all year and continue to do so, the issues get dismissed as 'no big deal', 'not really noticeable', and viewed as true examples of what the machine is capable of. It's ridiculous.
Incidentally, yes Motorstorm 2 particles would not be pixelated on a 360 version because edram lets you use a full sized particle buffer. You can't do that on PS3 because the buffer lookups for blending are too slow, especially for a 60fps title. Multiple PS3 games suffer this fate due to hardware limitation, Metal Gear 4 is another one that has the same problem but it's harder to spot. Other games like GT Prologue mitigate the problem by drawing the absolute minimum possible amount of particles on screen.
The key difference here is that since the aforementioned titles are all single platform PS3 games, these issues get heralded on forums like this as "design decisions". I guarantee you though if the same games also had 360 versions that didn't exhibit these problems, then the same issues on the PS3 version would get viewed as "multi platform compromises" due to lazy coders.