Yeah, Nvidia Inspector gives you a lot more control. Not sure how you'd go for forcing AA though. Engines are goofy and usually people have to find compatibility "bits" to enter for AA so their forced AA works. Like enabling SGSSAA on Mass Effect requires entering the right "bits" first, else it doesn't really work properly. I don't know if Battlefield 4 has driver level AA "bits", but I don't recall if Battlefield 3 had any either. Frostbite might not be very friendly with driver level poly anti-aliasing, so you're stuck with in-game.
I tend to use Inspector to force high quality 16x anisotropic texturing filtering in all games though. Sometimes the difference is noticeable, other times less so, but I've found that driver level anisotropic filtering is always better than in-engine stuff.
That and transparency anti-aliasing, which is filtering that exclusively effects transparency textures (not polys), so stuff like chain link fences and tree levels. 2D, flat assets with transparency levels. Transparency multisampling/supersampling renders those specific assets at higher resolution to clean them up. Frostbite's deferred MSAA doesn't seem to have much of an impact on foliage, often aliased, and the only in-engine solution is to increase resolution scaling, which supersamples fucking everything. Driver level transparency supersampling lets you just control transparency layers, cleaning those up while using your regular resolution and in-engine anti-aliasing for everything else.