Doing all calculations internally at 24-bit cannot help with any title that does not support DX9 (or the equivalent OpenGL extensions, as usual). Here's why:
1. Texture filtering is still done at 8-bit. This means that pretty much all of the older games, games that only use basic texturing, cannot show any benefit from the increased accuracy of the 9700, as they don't make use of it (except for gamma-correct FSAA).
2. DX8 hardware is designed with enough precision to handle the longest shaders possible for that hardware. There just aren't significant rounding errors in pretty much any pixel shader you make for DX8 hardware, as the primary limitation is that the source and destination formats are all 8-bit, and all shaders are short.
3. The source and destination formats are all 8-bit. You just can't make use of data that has higher accuracy, so you can't make use of the 24-bit accuracy.
As a side note, I think some parts of the GeForce4 and Radeon 8500 pipelines actually run around 24-32 bit accuracy (texturing ops), which is why the "texdepth" operation actually gives acceptable results on the GF4.