If you still experience rendering artifacts with your map, please provide an example to reproduce. If it can be reproduced with examples/tiled/map_viewer_in_viewport/ , then just provide a sample map to reproduce the problem.
Well I do not agree, esp. in light of recent optimizations and improvements Try the solutions in CGE to load Tiled maps, esp. loading Tiled maps in TCastleScene. They will save you a lot of work, and if they miss something – we can extend them.
I have eliminated performance issues this week, in both 1. Tiled in TCastleTiledMapControl and 2. Tiled in TCastleScene. They are both now very fast and light on resources. Try out the samples, see news announcements linked above. And if you have anything that doesn’t perform well, of course submit a testcase so we can look into optimizing it.
As far as features go, I think examples/tiled/map_viewer_in_viewport/ is quite great. You can place sprite sheets, images, 3D stuff, stuff with physics etc. over the map. There will be additional API (for placing/moving units on map tiles, detecting clicks on tiles – stuff you can do already, just you need to calculate some stuff yourself now) and editor support (to snap to tiles) for this in the future.
Of course you can also roll your own solution (using e.g. our TDrawableImage under the hood) but I think that we offer quite capable solution now for Tiled out-of-the-box. And we can extend our Tiled support as we go, and everyone will benefit this way from one central Tiled-handling code in CGE.