ok, i tried it and i can't use it on its current form. I'm still going back to 2 other tools to fix the issues. This is what I found:
1) Tiled jpg textures, for some reason are the size of the tile+2 pixels. So the 512x512 when exported as obj i get jpg that are 514x514, i don't know why.
2) The unoptimized borders is just too much. To give you an idea, I can load it up all meshlab (another program) and reduce the count by 95% for my game. But on l3dt since the borders are kept intact, literaly 90% of triangles are on the edges.
So I have a 4000 triangles tile with 3500 triangles on the edges... just to give an example, and everything in between is almost a flat area. While using meshlab I'm able to get the 4000 on the mountains and almost clean edges unless they are also mountains. You can see that they actually look nice with so little poly count on
www.dogfightplay.com teaser video (i reduced the count using a combination of meshlab, world machine and then the textures generated with l3dt).
3) I still see the seams. I imported the tiles into Unity3d and I can clearly see the edges making it look unprofessional. This may be due to the 514x514 textures, not sure about this.
Having these 2 issues solved would save me full days of work, since I have to keep switching/importing/exporting among different programs to achieve this behaviour.