It's pretty common for regular AA to be borked in those situations, browser support for AA under transforms hasn't ever been awesome, and it's only been decent in the major browsers pretty recently.
> Text rendering should be aware of the (sub)pixels, even post-transform. While we're at it, this can apply to vector art, too.
Text & vector rendering with regular AA are currently aware of virtual sub-pixels, when they're not borked by transforms like in your examples. But making the browser rendering engine have to be aware of the order and orientation of your specific LCD hardware sub-pixels of your monitor would be very difficult for browsers to support. There is a reason subpixel AA has never worked everywhere.
When I first glanced at this article yesterday, I got the mistaken impression that Apple was turning off all AA, not the LCD specific ClearType style of subpixel AA. That would be a big deal, but that's not what's happening. The difference between regular AA and ClearType style AA does exist, but it's pretty small. I'm a graphics person, and I'm very much in favor of AA, but the outrage at losing subpixel AA feels overblown to me. It helps a little, but also has the downside of chromatic aberration. I'm honestly wondering if most of the hubbub here is people making the same mistake I did initially and thinking that they're losing all anti-aliasing?
Which is what we _should_ be doing. What do you expect, some resurrection of the low res display market, or perhaps the return of VGA?
Text rendering should be aware of the (sub)pixels, even post-transform. While we're at it, this can apply to vector art, too.
If we ever want to have a hope of computers looking like, e.g. this Microsoft fluent design mockup [1], which is clearly window-based, but the windows are tilted slightly and shaded giving it a physical appearance, we'd have to go in that direction. If we stay in the model where everything is a texture that gets composited, the only thing we can do is to use higher resolution / retina display.
Also, one thing I've never seen discussed are virtual displays inside a VR world. The VR headset has plenty of pixels, but you can't simulate a full HD screen at a few feet distance, let alone a retina screen.
[1] https://cdn0.tnwcdn.com/wp-content/blogs.dir/1/files/2017/05...