Just to give a bit of input that makes me fearful to use Tiled Backgrounds in a Linear sampled game:
Here's 2 screenshots of a test application ran in Chrome.
The scale is set to Crop and the image is perfectly 64x64 (The blank square is tiled background, the one labelled 'sprite' are sprites lol).
The tiled image is stretched out and used as it should be, whilst the Sprites are positioned next to eachother (64 pixels apart).
The image is totally red, but there's 1pixel line at the bottom of the image of Blue, and the top of the image is 1 pixel transparent. (Again, still keeping to 64x64, as we are advised to do this to prevent seams)
So from this setup, the seams you would expect to look the same for both the sprite, and tiled background. And it does when the zoom of the layout isn't changed. This is good!
But if you zoom out/in, certain zoom amounts will cause seams in the tiled background (Which should not happen as long as your image is a power of 2 [64x64])
This shows that it is probably better to use Sprite if your game has zooming or uses a "Project scale" feature that causes images to zoom in/out.
Ofcourse, I'm not suggesting you SHOULD use sprite, because perhaps this is an unreported bug, but I've never really thought to report it as I read from other posts that seams are a global texture/hardware problem and so it's probably going to remain this way unless we work around it.
Here is the example file I made: https://dl.dropboxusercontent.com/u/776 ... 64x64.capx
EDIT: Grammarz