I'm not sure if that solution fits my use case very well. I still want to be able to instantiate prefabs from the sprites, which is something the TileMap offers directly, but the tk2dStaticSpriteBatcher does not, if I understand correctly. The best I could do then is use the tk2dStaticSpriteBatcher prefab as a sort of data structure which can vend me a spriteId that I'll need to process and use custom code to load a prefab.
After playing around with the tile map editor, I do find it a bit more difficult to use than Tiled, but its pretty good and is well integrated with unity. It seems very good for certain types of games. Mostly because its hard to get it to work well with the scene view, I do a lot of zooming around, and I don't think there is a way to show gridlines for the tilemap (Or I haven't been able to find the option). However, importing a .tmx from tilemap seems to work pretty well as long as you construct a tilemap with the same indicies for sprites that you made in Tiled.
So if I do use the TileMap I would probably make it in Tiled and import it in. But then I figure I may as well just do everything in tiled, and have my game read the .tmx files and process them. Then when I want to load a new "Segment" into my game, I can load up a .tmx file and iterate over it to instantiate the Prefabs. I don't really see the benefit of using the tk2dSpriteBatcher as an intermediate data structure.
Also, I think the tk2dBatchedSprite is missing from the scripting reference.
Thanks for the help though, I can see why you would suggest the StaticSpriteBatcher and it would make sense, if I didn't need to have prefabs to go with the sprites.