I’ll respond to it.
"Who gives a shit? That's my response" - You can't respond to my claim that AA.RR.GG.BB is the best. Your response is basically, "Who cares?". RGBA requires additional instructions.
My engine runs on DirectX 9, DirectX 10, DirectX 11, OpenGL 3.2+, and OpenGL ES 2.0.
DirectX expects ARGB while OpenGL (and derivatives) expect RGBA.
In the grand scheme of things, those extra instructions are going to happen no matter what. If I use ARGB then I need extra shifts when I make a texture in OpenGL.
If I use RGBA then I need extra shifts when I make a texture in DirectX.
There is no right or wrong solution.
There is no “correct” way to go. If you plan on supporting both DirectX and OpenGL, you are going to lose on one side or the other.
If you plan on only supporting DirectX, ARGB is the correct solution.
If you plan on only supporting OpenGL, RGBA is the correct solution.
But neither ARGB nor RGBA is the universally correct solution. Stop saying ARGB is “the way to go”.