You don't have to make the world any bigger than it is. My point is, you can change the camera to work any way you like it to.
1. You want this to run at a native resolution of 1920x1080. Scaling down (and looking aliased) is automatic, so no need to worry about that there.
2. The only thing that matters (and remains constant) is the sprite size. With how you have it set up, your sprites are far from pixel perfect, so you'll get a lot of weirdness with lines, etc.
3. Since nothing else can and needs to change, the only thing you really need to care about is the orthographic size of the camera you're using.
Don't change ANY scales anywhere, or any sprite collection settings.
Change the ortho size on your camera to 18.5625. This should give you pixel perfect results.
How you come up with this number -
Normally, the physical size of objects on screen = (2 * targetOrthoSize / targetHeight); But you're scaling it up by 11x.
So...
One unit = .034375
Now rescaling that to fit the new resolution -> v * 1080 / 2 = 18.5625