With a tilemap I don't think any of them will help, since all those get a collision shape either by using imagepoints or using the size and angle of the object to calculate the collision polygon. Tilemaps are different. For them to work we first need to find the tiles the player overlaps, then treat each tile as a separate object. It's doable, but I'm very slow at coding lately and I have other things I'd like to work on first.
Another way to do it is to use a different approach. Instead of figuring out the collision polygon, we could use collision checks with moving around a little to find the approximate angle of the hit edge. The closet existing capx to that would be this, but it would need more work to get it to handle sliding on more angles.
By far the simplest thing to do would be to just use the physics behavior, which probably would look alright.