You should be able to get pixel perfect sharp text on any platform. If you're not, then its either not set up correctly, or you might have uncovered a bug.
I can't guess what is wrong with your set-up, but I'm guessing one of the settings is incorrect. For example, if you ran sample 1 - demoscene on an iPad, it would look blurry as the text will be upsampled from 960x640 -> 1024x768. This is intentional, and you need to adjust your camera to compensate for the change in resolution.
If you run example 11 - camera and alignment however, this should look pin sharp on any target device, as the tk2dCamera automatically adjusts itself to be pixel perfect on any camera. Another thing to be careful of is positioning the textmesh; it should be on a pixel boundary to be pixel perfect. If your word balloon is in 2D, then using tk2dCamera is probably the easiest way to handle this. 1 world unit in tk2dCamera = 1 pixel.
A number of questions to help me diagnose the problem more specifically -
1. What version of 2D toolkit are you using?
2. Does it look correct in the viewport, at the correct resolution (it really does need to be exactly the same number of pixels)? Eg. 1024x768 vs iPad
3. Is there anything going on with the quality settings in Edit > Project Settings > Quality? Is one of the texture sizes being halved?
4. Are you using tk2dCamera?
5. Are you trying to use the text on a 3d mesh?
Another thing which can help me diagnose this a lot quicker is if you could create a test project demonstrating this issue. If this is possible, then send it to support at unikronsoftware dot com, and I will be able to take a look at this for you.