I tried to discuss this same topic back then and didn’t exactly know how to word my issue, but I see your post does so much better than mine and is a question I still need to have answered.
To add to this, I assume your question roots from the same worry I have that tilemaps may be too limiting for a game in which each tile has extensive functionality apart from pure visuals, which is what I think tilemaps are primarily made for. At the same time, I understand the constraint that comes from heavy use of nodes for things that are better handled (speaking from performance) with techniques like tilemaps or Godot servers.