I don't believe Tom's hardware or any other hw review site on what technique is better. Alpha-to-coverage is pretty simple: it takes the alpha channel and uses it to represent how much a pixel is covered. If you can properly set the alpha channel, you can easily make the result look as if there were an edge. The problem is applications must take care of sharpening or bluring the alpha depending on how much the alpha channel source (usually a texture) is magnified or minified. Some apps do get it wrong, but it's not the fault of the technique itself.
This is an example of alpha-to-coverage that could use some sharpening. Other than that, it looks properly antialiased:
http://www.humus.name/3D/alphatocoverage_large.jpg