Understood. My technical understanding in this is also limited, but sure it is very reasonable expectation. Will just point out what Pemalite brought on the pixel count rendering isn't that much affected by the RAM amount (and perhaps speed), but textures and other elements are. But sure if your assets are being limited by the speed/amount of RAM making the render higher would just make things unbalanced. Let's see how things will roll during the rest of the gen.
On the 50% difference on some extreme cases I don't remember what were the games, but were very few, I think CoD was one of them on the release, did it got patched later? And from what I remember even those titles that had 50% difference in pixel count while playing weren't so much worse.
Yeah absolutely. Cut internal resolution to save on GPU and cut texture resolution to save on bandwidth. Since CPU won't be a bottleneck I really hope this philosophy is embraced and that developers aren't under pressure to hit 1440p.
Off the top of my head I remember Golf Club (the one which was supposed to be PGA Tour 15) was 720p on One and 1080p on PS4. Metal Gear Ground Zeroes was also 720p/1080p. You also had compromises like in Tomb Raider: Definitive edition it ran at 60fps on PS4 and 30fps on the One, which is in effect 50% fewer pixels temporally.