Is there a theoretical ideal of what line-drawing and anti-alliasing algorithms are aiming for? Is there a perfect line drawing algorithm you can use if you have the time?
You can start reading from example Alvy Ray Smith's "A pixel is not a little square" http://alvyray.com/Memos/CG/Microsoft/6_pixel.pdf
But in the end, the sampling kernel you choose to sample your line, and, what sort of geometric primitive your line is in the first place, defaults back to matters of taste so there is a very good theoretical basis for discussing all of this, but, there is no ultimate absolutely correct answer that it will provide.