Personally, I believe that much of the value created lies in the final 20% that takes 80% of the time. If what you say is true, near anyone can create something that's 80% of the way there. It's your job to get as close to 100% as you can realistically, while balancing time and money and value. It's not an argument for unlimited perfectionism; it's an argument for quality. The higher you can get, the better you will produce, and the more you will succeed. And don't just limit this to product quality; extend it to everything you do (including customer service, including planning and resource management, including hiring and culture) and you'll create a company that has a chance of being better than the others.
Perfect? No. But if you're not striving for creating something of quality (in other words, of value) then what are you doing, exactly?
Edit: There's a caveat here, I think. It may not be your job to worry about every design detail down to the pixel. It doesn't have to be. You can find someone who can help you produce what you need at the level of quality you desire (like the designer the OP is talking about, presumably) and you can worry about all the little details of running your company. Details that I'm guessing a designer might not understand or care about, but you do.
Maybe for this case in isolation going the extra mile to this level of perfection is not justifiable, but if the designer is doing good work and meeting deadlines then you should keep your bean-counting micro-managers far far away. To attempt to quantify everything (even in programming) is to take the human element out of creation, and that runs a severe risk of throwing the baby out with the bathwater.
There are coders out there who strive for absolute, unlimited technical perfection. They rarely if ever ship - and ditto for designers in that boat.
In reality most designers, and programmers, walk a balance between the bottom-line functionality of their work and less concrete (and more subjective) qualifiers like code quality or sub-pixel scaling.
There are many analogues between design and code here. Most people here would agree that sloppy coding standards aren't deadly, but encourage sloppiness on a larger scale over time. Ditto, sloppy design is insignificant in the individual case, but have the tendency to accumulate and lower the bar.
The example OP chose was particularly bad, mostly because as an iOS dev I know for a fact that getting 1x assets right doesn't take that much time. The usability improvement over time invested is not atrocious - certainly nobody spent an extra week just to get some pixels to line up just right.
The major problem with scaling 2x assets down to 1x devices is that thin features become muddy and blurry, while code-wise UI elements may become aligned against half-pixels, resulting in filtering that produces blurriness. Both the design and code elements of this are easy fixes for any competent iOS developer/designer duo, and takes no more than an hour or two at the extreme most. You get a pretty clear legibility improvement for not a lot of man hours.
Not to mention the very noticeable blurriness of the buttons in the "unfixed" versions - things that users do notice. So much so that some of them can actually articulate it (as opposed to merely being a subconscious annoyance).
Design is not art in and of itself, but you can't talk about one, without talking about the other.
SUPER IMPORTANT!
If you are not in that situation, could it be because you weren't perfectionist enough in the past?
E.g Nokia vs Apple.
And tried polishing symbian. Which had a number of terrible design decisions at the core (which may or may not have been good ones 15 years ago, when they were introduced into EPOC, the ancestor of Symbian). And those decisions affected everyone who worked with it, both internal Nokia developers and external app developers. It made developing for Symbian a pain. It was natural, that iOS and android (and Windows) passed by.
I mean, in terms of the 80/20 rule (the last 20% of quality costs 80% of the time), we're not talking about turning an 80% thing (i.e. typical in-house enterprise software) into a 90% thing here. Hell, even going for 95% is something I believe we should all go for, and fight our colleagues, bosses and project managers, and customers for. But the OP's example is more like turning 99.5% into 99.8%.