So, to get even more specific with contraction hierarchies, google maps has a feature where you can avoid highways, and/or avoid tolls, and/or avoid ferries.
So in this scenario google has likely done "customization contraction hierarchies" as described here https://dl.acm.org/citation.cfm?doid=2886843
Therefor to answer the original question of this thread, is a* is superseded by contraction hierarchies, the short answer is yes if you have even the slightest amount of time to preprocess a graph (If i'm understanding gugagore and reference material correctly).
However, the answer is no in a more arcane/toy/hypothetical context. In an example of something like a randomly generated massive pac man vs ai ms pac man game where one of the two can can win if he/she reaches a single randomly generated exit first, contraction hierarchies don't really help/apply over a-star. The randomly generated map sort of implies we don't even want to give the computer time to preprocess the map, ultimately its human a-star-ish vs ai a* in real time, while trying to avoid ghosts. Otherwise we could simply give the preprocessed shortest path to ai ms pacman upfront, and tell the ghosts to avoid ai ms pac man. This would seem very similar to the player, but would be far less insightful for someone trying to learn and understand a* vs contraction hierarchies and pathfinding in general.