Would be good.
Quartz drawing primitives are vector based, and Cocoa [Touch] interface layouts use resize masks to provide resolution and orientation independence, but all graphics contexts and supported image formats on IOS are bitmap only. The resource loading system will let you support all current resolutions by creating three versions of your image - image.png, image@2x.png, image-ipad.png - but that doesn't future-proof you.
You could use the Fiasco fractal library to compress your ultra high rez original copy, then decompress it into a bitmap appropriate to whatever resolution you detect at run-time; couple that with the other technologies that already make resolution independence easy and you're pretty future-proof. Not sure where you can get the original Fiasco, but it's part of the netpbm source distribution, and under a GPL license.
But the App Store is not compatible with the GPL. :-)