Unless really, really well done, tile texturing looks pretty ugly compared to even an average UV mapped custom texture. The only advantage such a tool would be that you could make texture tiled ships more efficient.
Anyway, what you're describing can be done via texture baking. It's possible (but tricky) to do it in blender by having two simultaneous UV sets for the one model. The first UV would be the texture tiled set (ie, you open the texture tiled model), and you would then have a second set where you have unwrapped the model as though you were going to create a custom texture.
Setting the tiled set to the active UV set and the custom unwrapped set to the render UV set, you can bake the textures (and ambient occlusion) from the first set onto the layout you unwrapped. Ie, it will draw your tiled textures onto the layout you've specified.
This method lets you have some control over the layout of the final baked texture, whereas usually a baked texture map will just auto-unwrap all faces onto the texture area, leaving you with something that looks a bit like a jigsaw puzzle of individual faces. That kind of thing is almost impossible to practically edit in a 2d app afterwards.