I know about the advantages and uniqueness properties of triangles. However, if the article is correct about that artists prefer using quads when editing (I know absolutely nothing about 3D editing, and didn't know that, I thought triangles are universal these days), something is clearly missing from the pipeline if a neatly mapping textures to quads, then converted to triangles ends up messing the interpolation.
Maybe we can continue to describe the geometry in triangles, but could use an additional "virtual fourth handle point" data (maybe expressed in barycentric coords of the other three, so everything is automatically planar) for stretching the interpolation in the expected way.
Anyway, I'm just getting started with Metal, and this provided for a nice theme for experimentation.