The aliasing you're talking about (looking specifically at the table, as I can't detect this anywhere else lol) seems to be the age-old 2d games problem of rendering the "background" (static) versus rendering what I'll call the foreground, or variable things (sprites, removable objects, anything rendered by the 3d engine, etc.). Basically, on the background you can use silky-smooth photoshop (or whatever) anti-aliasing at no cost, whereas the foreground anti-aliasing is set (and limited) by the engine.
It's an error, sure, but one that has also been helpful in many games for giving visual clues (or giveaways, as the case may be) as to what can be interacted with. If you've played any infinity engine games you'll know what I mean.
This problem extends into the lighting engine as well, creating additional contrast between background and foreground. I'm sure there are a ton of different approaches to this, but what I'm guessing is the most basic solution deals with fabricating lighting only
for "foreground" objects and characters, which more or less matches the background. the lighting of the background is more set, so I'm sure it's quite tricky to get them to match exactly.
From what we've seen in the game footage so far though, the backgrounds in this game (while 2D) aren't static at all, and are subject to various reflection effects and things like that, which I love to think about even though I don't know technically what's going on. I was quite impressed, for example, with the reflection on the floor in the very first alpha systems test. So cool. Not to mention all the reflections in this screenshot that must be rendered real-time!
All this is to say, even with some aliasing, I'm very impressed so far; and technically, it's obvious this engine has a lot more going on than PoE.