I don't know how you measure those "100%"...
But I can agree in several points, especially because most of such techniques already exist and have been used before, if not even still (except for bugs disabling them):
a) The
mipmap levels are currently created with a sharpening filter (Kaiser). A bad idea. On one hand, it tends to flickering (texel aliasing) in the distance. On the other hand, it is the cause of the problems with the binary transparent textures (e.g. fences and tree/bush crowns) getting halos, as reported in
PS#3761, because the used DDS converter filters the alpha channel too, which is technically wrong.
b) Some
haze could be achieved by always adding a fog. Unfortunately, it reveals texture issues related to the filtered mipmaps, as you will have spotted in black tree crowns.
c) The "texture
splatting" already existed in previous PlaneShift versions, but only for heightfield maps: Detailed textures in close range are blended off against a generic texture in a distance, a basic layer covering the whole heightmap square.
d) A
blurring shader might be possible, but not really recommendable. The experience from games like Gothic 3 or Risen revealed that it is computing intense.