I *think* I have a rough idea of what you're saying, and if I'm right, it's basically a misconception of how tiling vs UV mapping works. If you know this already then I apologise - but it's best to make sure, and it might help others at some point anyway.

Whether you are UV mapping or texture tiling a face, the data you will end up creating is EXACTLY the same: the face itself, a reference to which texture map it uses and a UV projection of that face onto a 2d plane.
Whenever you 'texture tile' a face what you're actually doing is creating a UV projection for it - except unlike in UV mapping, the program is creating a projection automatically, based on what you input as tile factor (which becomes UV projection scale) and translation/rotation.
I'll use your cube to show you what I mean:
Here the cube has been 'texture tiled' with a tiling factor of 1. You can see how the UV is projected in EXACTLY the same way as the 'UVMAP' texture on the top of your cube has been.

Here the tiling factor has been increased to about 4. All that's changed in the UV editor is that the projection of that face is four times larger than it was at 1.

So, technically there is no way FS2 CAN'T support any type of texture tiling. If the tile factor is not being preserved, then it's simply a bug somewhere in the conversion where the tiling factor is being reset to 1 before it spits out the face-texture-uvprojection data. If that is the case, you can ALWAYS fake tiling by just resizing the UV projection of those faces manually in a UV editor so it can't get 'lost'.
Hope this helps - let me know if you don't follow any aspect of it.
