First, you should not think of "resolution" concept while working on your game, which I once discussed here.
Specifically, switching resolution on today's machines is a bad practice for end users as it will mess up with user's desktop, reorganize gadgets and so on; in any case, the end user is probably using the best possible resolution on the screen, which is typically the native screen of LCD display.
A very bad idea considering what I've said above.
The game may still get clipped on ultra-portable computers where resolutions can be as small as 800x480. On other machines with high DPI displays your game will look tiny.
This is the new DPI approach of Windows Vista and later. Honestly, it's just another way of using option (A) with exactly the same result but more complex implementation. A very bad idea if you ask me as your game will look blurred, degrading visual quality and increasing eye strain.
These solutions are not elegant and will either require a lot of work without achieving proper result on all configurations, or will degrade the visual quality of your application.
Thinking about aspect ratio is actually a move in the right direction, but you shouldn't really be thinking of aspect ratio per se, rather than the overall layout. My suggestion is the following.
First, try not to think of resolutions. Think of the screen layout and how many layouts you will support. If you have iPad, try to look at it vertically and horizontally.Try to imagine if iPad was shorter but longer (e.g. being a widescreen). Try to draw the organization layout on paper thinking where you will put your game's elements depending on the screen orientation and shape (e.g. closer to 4:3 or closer to 16:9).
Once you have the proper organization strategy, one important issue is how will you handle different DPI settings. For instance, you may want to include large icons and resize them to smaller versions on the fly to take advantage of high DPI displays and make the game look similar on different devices. Another alternative would be putting more elements with higher DPI settings, so instead of bigger icons, the user will see more of them. You can even try some hybrid approach as well.
If you plan your game's conceptual organization on different layouts (vertical/horizontal) and shapes (4:3, widescreen), properly handling different DPI settings, you will make the majority of your users happy. As you can see, this way you are not thinking of resolutions and aspect ratios, and you are not using vectors, procedural content and other stuff, which is not related here anyway. This is the best non-intrusive approach, which in many ways is enforced when you develop for iPhone/iPad, even though it perfectly applies to Windows/Mac OS systems.
In order to properly solve a problem, instead trying to fix the problem itself, you should change the conditions accordingly so the problem ceases to exist. You may want to check this article, which is more of philosophical nature, but still applies here.
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