Why is it that the playable 16x AF pushing the mipmap planes into the far distance is considered irrelevant (though having them close to you is entirely noticable most of the time... you're always seeing what's in front of you after all). Yet, the fact that nVidia's method smooths out certain angles that the ATI method doesn't, is thought to be all important... even though you really won't get away with anything beyond 4x AF, meaning you're going to have mipmaps in your face all the time,
More importantly, why is every shot SHOWING what a major flaw this is in the ATI method, taken from a camera angle the player won't get while playing the game? Take the camera outside the players location, and it doesn't surprise me you're going to expose some flaws, since if compromises were made, I think it's safe to say they were made with the assumption the player would be viewing from the players location (and there are many rules of thumb that can be made once you have this assumption).
Really, which is worse for you? Constantly facing close mipmaps, or having a few angles somewhat less sharp?