Hi mike,
I must've missed your post here.
A tilemap is at its core a method of data compression - building larger world out of smaller tiles, instead of painting in unique image. You can use it in any situation where you need to position sprites at regularly spaced intervals. In 2D Toolkit, each tile is a sprite, and you can use all the features supported by sprites in there, for example custom polygon colliders, custom sprite shapes, to get a very optimal final mesh from the tilemap.
Platform games (2D Mario, etc) are often built using tilemaps, as are old RPGs (Final Fantasy, etc). With the limited memory available on those platforms there wasn't really any other choice apart from building the world out of tiles.