Originally Posted by: PG 
Can anyone tell me how much mipmaps are currently supported, in general?
By default they will always be on. Once the Content Properties in the ContentManager work (planed for the next update at v0.9.1), you can customize everything here (mipmap on, off, filtering mode, blend mode, etc.)
Originally Posted by: PG 
... FillTextureData(Size fullImageSize, byte[] imageData, int dataLengthPerTexture, int minimumMipmapByteSize, int numberOfMipmaps, bool isDxt1, bool isDxt3, bool isDxt5, bool isAtc, bool isAtcA, bool isAtcI, bool isRgba4Texture, bool isPvrTexture, bool isRgb5a1Texture);
This is exactly what is getting used when filling the texture data, so this are your options (you can do the same in code but of course we highly recommend using the Content System for all that automatically).
Originally Posted by: PG 
I note that the ContentManager doesn't currenly allow dds files to be uploaded, so can anyone summarise how I go about either generating or uploading a mipmapped texture into my game?
Don't worry, we will allow all other image formats in the next few days once we update our services. We are currently testing Windows Phone 7 and Silverlight and need dds support for that anyway. On your client it will just work with v0.9.0.
Originally Posted by: PG 
(I've run a conversion tool to convert my dds files into png files, but I can't work out if it's transferred all the mipmaps across or not (or, if png even supports mipmaps) - nor whether DE will use the mipmaps if it did.)
Or is this something to wait until v0.9.2 for?
No, you don't have to wait for v0.9.2. Just write posts like these to keep us on track and enable features again quickly (most features were just disabled because we had no time to test them for v0.9.0, but they already work). Hopefully you won't need to convert any image formats in the future, we try to support everything out of the box.