MipMaps are lower resolution representations contained within the texture.
The idea is that these can be used by the rendering engine at increased distances, and this reduces the need for oversampling / graphics card filtering. Exactly when they will display depends on how the texture is mapped onto the object, related to its size, and component parts. viz. texel density.
For scenery favouring higher resolutons there may be tendency to want higher mips help for longer. There are also settings on Gfx card to adjust this (neg LOD bias, LOD Clamp etc)
Most scenery objects already incorporate MipMaps in their textures. Usually if they don't it is by design and may be for a couple of reasons:
1) use of texture resolutions > 1024 x 1024, which are not natively supported by FSX, without altering the texture max load setting in fsx.cfg
2) to deliberately "force" the higher resolution imagery to render, indepedent of mapped texel density and distance.
In short, if you add MIPs where they were not before, the possible side-effect is blurry / low-resolution textures.
Your best visual option would be to use higher filtering settings on your Gfx hardware, however:
You could experiment with opening the relevant dds textures in a program (like dxtbmp) and saving them with MipMaps (dxtbmp will do this automatically) .. to reduce the filtering requirements in FSX.
Be aware, as described above, that this may very well make scenery elements blurred, if the original designer did not intend this to be the case.
As with all things, beauty is in the eye of the beholder.