I was noticing some unexpected results using textures in shaders, and I am pretty sure it is from textures not having mipmapping enabled.
In QC, if you use the Image Texturing Properties patch, it will format the texture so that mipmapping is enabled; so when you feed shaders with various random textures and patterns, it winds up looking MUCH better in some cases. In some cases, without mipmapping, the results will look very broken.
Maybe there is some way that a patch that samples texture could have the mipmapping flags added, and then if it's placed in between a the texture and a shader, it would work out? Or maybe a parameter on the image importers or something? I haven't poked around in the source in awhile.