This is an inevitable result, because you are drawing the edges of a texture. For example, if you've a 16x16 bitmap, and want to draw entire bitmap with antialias, you must use a 18x18 bitmap (16+2 x 16+2) with original image in the center, and must use a source rectangle (x=1,y=1,width=16,height=16). There's no way to do antialias in a texture bounds, because there's no color info outside of texture limits.
This issue exists in various game engines, and could be useful for some effects if you know how to use it for your benefits.
Offtopic:
Are you the creator of Ogmo Editor?
I Love the global idea, the generic mecanism based on xml predefinitions is so great! (the map editing features of Tiled, mix with the predefinition features of ogmo editor, could be THE PERFECT map editor!)