GamingGroove has a nice interview with Tim Sweeney:
LINKYTim: I see anisotropic filtering as clearly worthwhile and uncontroversial in all gaming, since it's inexpensive on average, and it improves the worst-case blurring of stretched textures significantly.
But I remain somewhat of a skeptic on the various forms of multisample antialiasing. These techniques are costly, often cause visual anomalies when enabled on an application without its knowledge. And in next-generation games, it's not clear that it is worthwhile to focus so much hardware on solving the edge-aliasing problem when the interior-aliasing problem is at least as significant. Once you move to next-generation per-pixel lighting models, the lighting equations (such as exponential specular lighting) are nonlinear, such that texture mipmap filtering doesn't avoid aliasing as is the case with linear diffuse lighting.