I should mention that I did try to use subdividing in my character materials, but they created a problem which I didn’t actually spend any time trying to resolve. As a result, the characters look a bit low poly. They are between 45-60k each. This doesn’t solve the AA issue, but just another thing regarding smoothing out assets in the scene.
You can see the low poly on the edge of the character’s head:

You can see it smoothed out with material tessellation, but you also see the resulting problem:

I think the problem is a result of the mesh having multiple materials on connected polys, or that it is a skeletal, morphing mesh

RE: the anti-aliasing issue, I have considered, rendering out at a crazy resolution and then scaling down in post.
-S