Yes, I am aware about grid option, but when I was developing Candy Man saga I ended with “tiles” (objects) overlapping one another due to copying them around which leaded to performance issues on several levels. Tilemap would solve issues and also it would be easier to place/remove tiles. Left click to place/replace selected tile, right click to remove it. User would be able to load tileset (single image so blitting/uv mapping tricks could be possible), specify size of single tile and then specify collision shape for each tile.
Tiles would also be able to have automatisms, but only when it would make sense. For example you could use Platform automatism to make specific tiles one way platforms/ladders/normal platforms, but using platformer character automatism on tile would be forbidden as it doesn’t make sense.