On other platforms different screen sizes aren't a problem since that's been the norm from the very beginning. But why shouldn't we be able to make assumptions on iOS? It's an entirely different environment, one where, among other things, screen size and aspect ratio are fixed.
And yes, I don't think you should hardcode every last pixel in your iOS app either, but it's perfectly acceptable for your graphics to rely on the documented sizes. How should e.g. GarageBand account for a suddenly different aspect ratio?
Also, on other platforms, there was at some point "the one monitor" that came with the system: the fact that so far we've only had two different aspect ratios on iOS devices (3:2 and 4:3) is no reason to believe that the next device won't be something more like 16:9. There is no reason that most applications couldn't be designed to be ready for such a seemingly minor change.
Also, if you are not using standard controls and you have a designer make a couple of images for you, you will now have to split those up into parts to render your UI. It seems that you would argue that this is the only way to go but surely we can agree that it is more expensive for the developer?