A friend has been working on a project, and they have run into issues with using Linear Interpolation & Cubic Interpolation with their complex node tree. This node tree will be working with low resolution textures for a game, these really can't afford to be enlarged just for the purpose of avoiding these visual issues in Blender.
Linear Issue: Repeating does not work seamlessly, every texture tile has a harsh aliased edge around the border of the texture, no Blend mode or known setting fixes this, it is only present in Linear and occurs no matter if it is Opaque or uses Alpha.
Cubic (& Smartest) Issue: Clamping the texture does not work for 1 pixel wide gaps in Alpha, as cubic seems to go beyond a single pixel gap of Alpha. The result is not ideal. TO CLARIFY: The problem is not the white border around the texture, that is a simple fix. The problem is that with Cubic/Smart the near outermost pixels are stretched when this Clamp mode is used.
If anyone has any ideas about solving this, do tell! In the mean time, we use Closest, which is generally not accurate to how the game will handle these low resolution images. .blend (old) contains the node tree, the math that results in these issues is within the "Get UV" group. Interpolation can be adjusted at the Texture 0 Node.
Update: Simpler .blend nodes with option to Clamp outside of the groups.