The autotile importer is pretty useful, but isn't that an expensive approach in terms of resource usage? I've been approaching it by trying to make a code solution rather than an exploded resource solution, so that it would just use the original texture files.
I notice a minor bug in waterfalls - if you have uneven waterfall spacing, such as say
WWW-
-WWW
then you get an artifact in the second row from the first row.
The roofs and walls are also not quite right - at least, as compared to RPGMaker's handling of them. When you have something like:
RRR---
RRRRRR
RRRRRR
---RRR
Then there is supposed to be lines between the two irregular roof sections. Same applies to walls. I found that I had to actually code an exception to the wall and roof handling, rather than just use the same basic code as I had written for the floor autotile... my exception had to check the entire height of the wall/roof to see if it needed to use edges or centers. Not sure this can be solved by just converting to the existing Autotile system.
Out of curiosity - how do you get the animated tiles without creating an AnimatedTexture? AH, I see... by having code embedded in the TileMap. Cool!