Yeah, really the main thing is that you can tile and mipmap non-power-of-two textures. This means tiled backgrounds should have better quality when they're not a power-of-two size. Basically it means you can ignore power-of-two sizes since they don't matter at all any more.
There are a few other internal tweaks that can be made to help speed up texture creation and such, but they probably won't make much of a noticeable difference. It's quite a lot of effort to refactor our code to use that as well, so we probably won't do that until a future revision of the runtime.