> Nobody is "shipping" anything on the web. I've never understood the use of the word, even for apps. Something that is shipped cannot be touched or modified after release. This isn't the case on the internet.
At minimum, expect one week of review time before you can release an app on the App Store.
As far as web apps, every line of code that makes it to production has consequences. If you make a catastrophic mistake, like leaking user data, how long does it take to 1) discover the mistake, and 2) deploy an update? If you're dealing with thousands of servers and multiple data centers, it can take an eternity.
> Making the image slightly more hi-res, say 1.5x, and then compressing it more aggressively has the benefit of satisfactory sharpness and quality on high density displays, while compressing to a size similar to the low res. I've confirmed this and use this technique, as others have.
Did you perform user research? Are you a designer? Or does "confirm" mean, "my opinion"?
> For the normal operation of a website, needing to make only one image per product item is obviously more economical for whoever is making the content,
Whoever is making the content should have this automated. If they can't, your job as an engineer is to automate it.
> not to mention the technical hassle faced depending on your CMS and how it handles image assets.
1. Are you writing this from 1992? What modern software can't handle images at 1600 resolution?
2. Your CMS shouldn't have any load. Your assets should be delivered by CDN.
> iPhone 6 has 3x res? So what?
Users feel something is off, whether or not they'll articulate it. All these little things, together, make your website look amateur.