I see this basically addressed in the link, but try to be as specific as possible about the "problem case" I run into, it is most often an issue if one uses textures as tiled repeating patterns.
A simple example would be to look at a repeating pattern on a sprite, and then rotate it so that it is positioned as a "floor" in a 3D scene. When mipmapping is enabled, it mitigates moire effect that happens in these type of scenarios.
There are other cases where it is also useful; some blur techniques for example. But I bring it up more for scene rendering quality.