About the aliasing - the way the roads are integrated allows for nice seamless transitions to the surrounding terrain, unfortunately it also means that antialiasing works only partway. Right now there's no antialiasing in the code that paints roads on terrain, that's the main cause of the aliasing. It's going to be fixed with enhanced road generator.
Another problem is that the LOD system is getting into a bit of conflict with the anisotropic filtering, and only a higher terrain quality setting helps here, or a higher resolution of terrain tiles (from certain level) will. That's also planned for a HQ version of terrain textures, but that will need a texture artist and lots of tweaking, not a priority right now.