There are various filtering modes that 3ds Max handles, I'll need to look further into what they are.
Bit depth can be overridden based on the sbsar output, some aren't representable in 3ds Max, notably 16 bit floats.
Yes, the mixmaps for the most part should be unnecessary, there may be a care or two they'll stay. There is an approximation for metalness affecting certain inputs to the Corona material. Since the new shader has two modes, one as PBR metal/rough and the other as PBR spec/gloss, we would never need to do that again, as we could determine the usage based on the outputs available and so would never be connecting a metal/rough sbsar to a spec/gloss shader, like we are now. We would pick the metal/rough mode for an sbsar with that, and toggle to spec/gloss if we don't find the suitable outputs for metal/rough.