Mipmaps reduce bandwidth. Bandwidth is a very precious limited resource; hence it's very relevant.
Are MipMaps relevant for games nowadays?
If that's the only thing you're doing, sure. If you've got to do 1000s of lights, 8 2048x2048 shadow maps, HDR, SSAO, other postprocessing effects, Global Illumination, multiple textures at the same time (diffuse, detail, specular, gloss, normal maps, parallax maps) and MSAA; then no, you're needlessly wasting your computing time on something that can be preprocessed/baked and has no need to be moved to real time (unlike i.e. spherical harmonic lighting which preprocessed means you no longer can move objects or the light sources)
Anisotropic filtering seems something computable in real time.