Jase00 , the seam you are describing in the tiled background is actually bleeding or lets call it blur of the next pixels (blue line), in normal instances you wouldn't stop the background at that point (1pixel away from a clear difference). A seam would be when there was a constant line between the place the texture repeats, tiled background is seamless, in point and linear, because, well in short it loops the pixels.
At export, sprites get packed together on one texture, if sprites would be packed together pixel by pixel, they would actually blur in eachother if they move in subpixels (like zooming) this is the reason why there is a 1px transparent line between sprites on the exported texture.
but here comes the real issue, if you use sprite as tiles, notice that the positioning on preview is perfect, (sprites are not packed on preview)
then on export the 1 pixel space is added to the texture, on subpixel placement you see a line between your tiles, this is the 1pixel that is blurring in each of the sides of the sprite/tile, actually its the same thing as what you showed with the blue line, except the blue line is transparent in this case, and its noticeable because the sprites are adjacent.
As for solutions, it would probably be options/different settings for exported textures or adjustments in the tilemap object, like some dedicated software for packing textures provide, or even a plugin that enables a custom texture atlas