AA, MB and DOF are all sampled once for every camera ray, I would keep GI/AA and lights mult. to minimum allowed as they are sampled per each ray, reduce the `Max Sample Intensity` and maybe use a higher internal resolution with a more blurry filter, but Pavel you do have a hard example to sample without any biased approximations.
From the developers perspective, I think such mixed AA effects could be sampled better, if there was a way to increase the camera ray samples per object, a naive example would be, if the first ray hits a bbox of an object with motion blur, than throw more samples only to that object by a factor of userDefinedValue.