Thank you very much borisquezadaa for your reply, suggestion and for the shared file!
I had the question "Why anisotropy oriented in world coordinates if the reason for this phenomena is scratches on the surface?" always when I had to use this kind of materials on surfaces which are oriented not directly vertically or horizontally. In attached files you can see the render with the shader from your file - it looks good, but it's not the result I'd like to get in this project. Also here is comparison "bump vs anisotrpy" just to see the correct direction of specular spreading. And here I've taken few photos of brushed metal object lit by linear lamp to see how it looks in real life. It's funny, that anisotropy works correct on simple objects as cylinder.