To solve that gap issue Stevie G that you're talking about for 2D, I use a very high "virtual" resolution, like 32000 by 24000. That way, I can adequately scale for any physical screen resolution and it will never show any gap, antialias or no antialias. But I use FastImage, so that tool does help me do this scaling.
The editor was actually 3d but using a flat auto tessalated mesh. Interesting idea re fastimage, can you explain the technique in more detail as I could have use for it? Could it be used, for example to render to a texture buffer bigger than the current screen res or be use to blur or antialias a texture? I'm assuming you do not do this scaling in realtime?