1. I said "Sony's MLAA" because their version goes beyond the original paper written by Intel. Read the "making of God of War III" article from Eurogamer. And, to think the initial port over was 120ms. I guess making use of the Cell architecture couldn't have helped to reduce that time to 20ms with additions, right? That's the version I'm talking about.
4. I wonder why? It's universally applicable.
http://forum.beyond3d.com/showpost.php?p=1433406&postcount=443
I believe that's without the "beyond" part of Sony's MLAA implementation being in effect.
EDIT: I wanted to add some more information about Sony's MLAA implementation.
http://forum.beyond3d.com/showpost.php?p=1435976&postcount=248
Why are you so hung up on MLAA?
Not only can the 360 use MLAA http://www.iryoku.com/mlaa/,but, AMD has implemented it for it's PC GPUs, MLAA has problems like shimmering (that FXAA does a better job at) and SMAA is regarded as better.