> Goofy image formats? Please. DXT1-6, BC1-7, crunched assets, raw DDS, etc. We deal with tons of different formats, lossy and otherwise. Texture arrays, cubemaps, etc too. Malformed XML documents are trivial with a good lexer and we need tons of validation too on our side. Many games patch themselves.
This is the crux of why you're wrong. You get to /choose/ which formats you use and support. You can completely avoid any and all of those, if you like, just by limited your asset support. The web? It has to support all of it's cruft, at all times. It's not optional.
Gosh, and that's ... hard? Image processing and compression is the easiest type of problem to solve. The algorithms are well documented and available.
Also, for your benefit, the formats listed all have different usages, and encode the different channels with varying precisions. They also have different compression artifacts and perform better or worse using different samplers.
This is the crux of why you're wrong. You get to /choose/ which formats you use and support. You can completely avoid any and all of those, if you like, just by limited your asset support. The web? It has to support all of it's cruft, at all times. It's not optional.