I'm glad it's working well, but remember as the release notes mentioned it may not always work in canvas2d mode. I also don't think we can get it working with the previous optimisation: when a whole rectangle of tiles is drawn in one go, it must be set to a repeating texture, but then floating point scaling and linear sampling means the edges can wrap around and sample pixels from the opposite side of the texture, causing seams. Seamless mode renders every tile one-by-one without wrapping so pixels at the very edges never wrap around to the opposite side of the texture.
Still, in the WebGL renderer the code to render a quad (e.g. a single sprite or single tile) is extremely well optimised and rendering tile-by-tile should still be pretty darn fast, even on mobiles. Modern phones can get thousands of quads on-screen and still get good framerates, so even a few hundred tiles should be OK.