Well, to be 100% truthful, I don't completely understand the attack speed. However, based on my observations through various tests, the attack speed can be used with the anim speed to signify the speed of attacks compared to one attack unit (an attack unit being the actual command where it will use EP if needed). However, it still plays the animation once per attack, not per attack unit. So if we have 100 attack speed, 50 anim speed, we may have some trouble. Because 100 goes into 50 0.5 times, yet glest defies math and continues regardless, which leads me to believe that higher attack speed than anim speed is completely useless. However, if attack speed is less than anim speed, it is divided, and it becomes possible to fit in multiple attacks per attack unit. For example, at 100 anim speed and 50 attack speed, we can hit 2 times (100/50) per attack unit. However, this knowledge is pretty useless since it is more practical to use the same anim and attack speed and then adjust both at the same time to modify so.
Bear in mind that other elements affect the physical speed of the attack, such as 'start-time'. IMPORTANT: for reasons unknown, high start time values will cause the attack to be skipped. The limit is at least 1.0, but may be lower.
Also, it may be worthwhile to mention that every attack unit will only use the start-time value once, so if we have the anim speed to 3 times the attack speed (hitting 3 times per attack unit), we will only use the start-time on the first one, and the others are dependant on the attack/anim speed).
I will try to look at the source to figure this out a bit better, though someone with more coding experience would most likely be better at explaining this. Hailstone or Silnarm?