I agree it was a fascinating look at the problem. However, the assumption in the article is pixels. Let me sum up.
Scaling artifacts occur because at smaller sizes the quantitization of the unit pixel overwhelms the details of the image. When I was a system programmer at the Image Processing Institute at USC (you know the source of that Lena picture :-) this was characterized as the frequency response of the display. So if you were to take a horizontal line across the pixels, and then plot their intensity vertically along a line (so x becomes the position in the line, and y is the intensity of the pixel at position x) then you can then do an FFT across those pixels and see the distortion in the visual signal from the source material to the displayed material.
Now the part that gets confounded in articles like this one is that the UX designer doesn't really want a 16 pixel icon, what they want is an icon that has a certain size with respect to the whole screen. Working backwards, lets say the icon ended up being 16 x 16 on a 1024 x 600 screen which had 72 pixels per inch. The icon is about 1/4" on a side (.22" but you get the picture). Now on a screen that that has 240 pixels per inch, that icon at 16 x 16 pixels is only .06" or nearly impossible to see, but if you keep it at 1/4" you get 60 x 60 pixels to work with.
So lets bring two things together, you do 'hinting' because the artifacts that are created by the quantitizing effect of pixelation cause you to lose information. As screen resolutions get denser the information lost goes down (less quantization, or more signal bandwidth is available) so once your signal loss from a straight mathematical shrink is acceptable in all required sizes your done.
Bottom line is that this won't be an issue when the minimum icon size is being rendered into a field of 128 x 128 pixels or more. Might take one more generation of screens.
The second thing is that while a designer can poke pixels to get an icon that looks good, so can the computer. One of the things you can do is compute the frequency 'footprint' of the image, then change the render until the render foot print is as close as you can get to the original. HP did this for their ink jet printer half-toning algorithm. In a 16 x 16 pixel space you could almost exaustively search it on a modern machine.