One Size Fits All? (Stage size for best display on iOS and Android)

I'm beating my head against the wall trying to find the one proper stage size that will accommodate all iOS devices and all Android devices adequately.
I've been following Colin Holgate's informative posts and am using the   stage.scaleMode = StageScaleMode.NO_BORDER;  approach.
However, I'm not sure what I should be setting the dimensions of my stage to, as the suggestions I found of Colin's seem to be prior to the release of iPhone 5 and the iPad retina display.
Can anyone recommend a stage size that would work best in trying to accommodate the wide variety of devices out there?
Many thanks in advance!
Mike

Maybe I'm missing something here, but isn't this an easier way to place a button in the top right (assuming center point is in top left of button)?
button.x = stage.stageWidth - button.width;
button.y = 0;
edit: I suppose that doesn't apply to show_all. I'm used to using
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
We've done this with banners at the top and bottom. If you design a banner for a specific aspect ratio, you can do something like
banner.width = stage.stageWidth;
banner.scaleY = banner.scaleX;
This causes the banner to fill the width of the screen and change height proportionately. If you want to have more control over the elements in the banner, something like
banner.background.width = stage.stageWidth;
var newHeight:int = stage.stageHeight / 8;
banner.background.height = stage.stageHeight / 8;
banner.buttonBack.height = newHeight;
banner.buttonBack.scaleX = banner.buttonBack.scaleY;
banner.buttonBack.x = banner.buttonBack.y = 0;
banner.title.height = newHeight / 2;
banner.title.scaleX = banner.title.scaleY;
banner.title.x = banner.buttonBack.x + banner.buttonBack.width * 1.2;
banner.title.y = newHeight / 2;
etc
This might not be what you're looking for at all, but I find it works well for resizing.
When asked to convert a fixed-size iPad app to one that dynamically resized for Android devices, we found it infeasible to completely recode the app in the time required, so we mixed dynamic resizing like above with throwing lots of objects into an empty MovieClip and scaling the MovieClip to fit the current stage size. This didn't hurt performance much, even when running graphics designed for the iPad's 2048*1536 retina display on much smaller screens.

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