Can't say if its better screens or worse really
The fact the stars are also less dense and there is more black may fix the other issues inadvertently... I got a lot of feedback on DA about how the stars look in previous submission and most common complaint was "Don't do large, blurred out stars" and "make them realistic" (3 colors and brightness variations).
I can only speak for myself, but i couldn't do any 3d-work on a lcd. I am just so used to the perfect gradients i got on mine trusty old crt (Brilliance
207p 202p) which is architecture and photography/print proofed (even has a SRGB hub) and stuff like that. On lcd all gradients are wacked, always, even if SRBG calibrated (which doesn't calibrate white to black gradients at all)
A common misconception on LCD calibration, you can't calibrate photography proof, because photography is not additive (like lcd's are) at best you get a close approximation.
Aside that - I guess this is one of those issues one just has to live with. There is crap and good screens on the market, but the amount of people with a PROPERLY calibrated/proofed screen you can probably count on 1 hand
So best bet is to just shoot for the median i guess.. its a big issue on DA even more than in game development