Working with anti-aliasing in the viewports gives you a closer idea of how the final model will look and anything that goes in that direction is an improvement and a step in the right direction.
Some higher end graphic cards such as the Quadro are being designed today to work this way and many people using CAD are starting to work like this already.
What happened was that in the past the performance of computers together with their graphic cards wasn’t enough to do this cause as soon as you started to draw objects or models that were too high in polygons it started to slow down to a crawl so it was better to leave it off but as graphic cards performance has continued to increase over the years it has come to a point were it is starting to become feasible to use anti-aliasing in real-time in the viewports too and not just in the rendering.
Of course it may happen that one creates too complex a scene that starts to slow down anyway depending on what kind of PC and graphic cards setup you have so ideally software should allow one to turn anti-aliasing of the viewports on and off easily so one could switch it off if the scene one was working on got too complex so one could have both, either quality or speed.
I think that modern 3D software should start to provide more support for this and also to provide an easy way to turn this on and off easily with a keystroke or key combination.
In my case in which I have a PC that has an Intel i7 920 running at 2.66 Ghz with 1300 mhz DDR-3 memory and two 260 GTX graphic cards in SLI mode I have tested Blender with fairly relatively complex scenes and it stills manage a pretty fast and smooth frame rate in the the viewports and right now there are several graphic cards setups out there that are way faster than that already so I think that the current performance level of higher end PCs is already capable of handling this.
In my case the problem is that if I force the anti-aliasing through the graphic card control panel the selection gets all screwed up in edit mode in Blender but if it didn’t do that I would be using it with Blender 2.53 beta already cause my newer PC can handle it with ease and many other people’s PC out there can also handle it already.
So I think that software manufactures should already start to pay attention to this and start to support this better in their programs cause it is a new trend that is starting gain momentum and it has started to be used by a lot of people and many users are already demanding this capability.
I believe that in the near future this is going to become the de facto standard way of editing 3D in the viewports just as it happened with anti-aliasing in 2D vector illustration programs like Xara, Illustrator, CorelDraw and others many years ago once computers had enough performance to handle it.
It just happens that it took longer for this to start to be used in 3D modeling because in 3D modeling the performance demand is just much bigger. In 2D vector illustration it is starting to be accelerated even more now with the use of things like Direct 2D and OpenVG.
I believe that once people start to get used to work with anti-aliasing in the viewports they won’t want to go back to do it the other way just the same as it happened back there with illustration programs. If you ask many illustrators today to use a software that doesn’t support real-time anti-aliasing while they draw they will say to you: Are you kidding me? and I’m one of those.
I believe that the time has come to do a similar transition in 3D modeling and 3D CAD software.