That's awesome! Thank you so much for explaining it :D
I might make a similar tileset with just 47 tiles to see the difference better. If I do so, I'll post it here :)
By the way, could you clarify what dimensions is a single individual tile image? Is it 16x16?
Not sure if I did mention it, but they are 32x32. I believe they should scale without much issue, though I could always whip up a smaller version if anyone ever inquired. I've been a bit busy, but I have some time off soon. This conversation has been interesting to me, too. I'd like to see if I can pick through my work and find the spot where l had to convert up to the bigger tileset. If I do, I'll come back to this thread with the specific example that broke the blob tileset for me, and demonstrate how.
Sorry it took so long to get back to this again. Work keeps me busy, but I'm sure you know how it is. Okay so I think I can finally point out where the "blob" tileset fell short for me.

Image credit (this is a great page talking about tilesets btw): https://www.boristhebrave.com/2021/11/14/classification-of-tilesets/
As you can see, none of the tiles in this particular set are corner-only tiles.
So for example, say that my auto tiler rendered a map, and I take a snapshot of this square pattern of 9 tiles, wherein X represents a forest tile and 0 represents some other terrain:
XX0 0X0 00X
If rendered using only the blob tileset, it comes out like this:

But using a 256-tile set where I can specify that corner connection, then it comes out like this:

This use case comes up constantly in my map gen and it comes up a lot more natural with the 256-tile set.
Hope this finally cleared things up!