Use a custom texture profile to disable mipmap generation. The main benefit is the bundle size reduction, about 30%.
Regarding linear filtering without mipmapping. The pros:
- sprites look sharp.
The cons:
- decrease of performance because GPU cache misses if you draw a tiny image from a large texture.
- sprites look too much sharp if you draw tiny (i.e. scaled down) images from a large texture.
Another solution for the problem is Sharp Sprite.