Are you saying there's no difference between technical choices like rendering resolutions and artistic choices like motion blur? I think your confusing over-rationalized arguments with rational responses to a poorly considered phrase.
No, because AA and IQ features are technical. You'd always want those as high as you can possibly make them. Whether you colour your space-marines blue or brown isn't a technical choice but an artistic one; you wouldn't complain about the team's technical competance if they choose to create a brown universe. Whether you render 1280x720 or 640x480 is a technical choice. If you use low-res particle buffers, that's a technical choice. If you add lens flare or film grain, those are artistic choices. Perhaps the resource budget will be so tight you cannot implement one of these artistic features, but no-one is going to complain about a game not having film grain as if it were some technical shortcoming.
You're right, it may not be. That's subjective.
What definition are you using? Photorealistic means trying to reproduce the look of a photo. ND's choice of clearly handpainted and hand-designed everything is not in any way trying to recreate a photo. It's more like a graphic novel. IIRC they even said as much once.
Yes, and if someone is wanting to try to recreate a camera look, they may want to add bloom. But then they may choose not to.
I'm not going to thrash this out any more. I wasn't making remark in favour or against ND's choices. I was only pointing out your assertion they are going for photorealism and so need to recreate real-world effects is plain wrong. If you want to rephrase your opinion to something like, "ND are trying to create a style of a realstic camera filming a fantastically coloured world, and so should be aiming to capture optical effects like DOF, lens flare, and HDR glow," then I'll nod in agreement. However, you cannot look at a computer game that is clearly not trying to recreate the real world in the same vein as a realistic racer, and expect it to use real-world effects. I trust you don't begrudge the lack of bloom or DOF in something like Okami. A stylised renderer is free from the constraints of real-world optics, so the artists are free to go with whatever look they want. If they choose a clinical look for a sense of the artifical, or a graphic novel look that's fairly realistic but lacks bloom, or some new hybrid graphic-novel/Hollywood blockbuster look picking and choosing style components from each, that's their call. You may like or dislike the results, but the artist knows what look they want and it's down to them to choose. You are free to say you'd prefer the look with bloom, but don't confuse your preferences with absolute authority and claim it's wrong for ND to include bloom in their choice of rendering style.