Forgive me but isn't anisotropic different again? in that rather than sampling textures on a linear plane along line of sight it samples zones at various angles to the view and filters that way.
Basically all of them are designed to reduce an effect you used to get in FPS's when you'd move in a box of perfectly drawn textures with a visible line where the textures became less defined, in CM terms they're largely redundant, and in fact in some recent FPS's they can turn into a slide show on max settings on even the biggest and bestest cards.
As redwolf says though, despite the fact that most recent cards can max out filter settings on the CM engine, the effect can be unpredictable, ranging from unnoticable to unplayable.