There are still many kinds of effects which rely on the ability for the UV range to go over the entire size of a sprite in an atlas and not beyond it, but is impossible unless we use textures directly and apply them to unitquads, which is very wasteful tedious and doesn’t get perks of using atlases.
Tools like Unity does have features which enable this.
I’m not that familiar with how the editor deals with the atlas so I can’t say how much work it would be to add options to skip rotation and whatnot, but we could expose a rotation angle as well to the uniform/vertex attribute so you could rotate the UV accordingly in the vertex shader. Either way I think it’s doable but I can’t say when