Addendum :
A very much needed feature, for pooling purposes (which I think all devs are using to an extent), would be to give an option per Sprite Collection/TextMesh to store each created instance in a static Dictionary on Awake().
Actually we have to hunt down sprites manually for pooling, with transform.Find(spriteInstanceName), which can be very slow on complex intricated prefabs.
With a static Dictionary, we would just have to call the said instance by its name (ex : tk2dSpriteCollection.pool["enemy1"]) to use it. This would be undoubtedly way faster for load times than transform.Find().
I'm using a hack for now in the Awake() functions of tk2dSprite, tk2dTextMesh and tk2dAnimatedSprite, using a Dictionary.Add(sprite.gameObject.name, sprite), but it's not optimal.
Would it be possible to implement such a thing ? It would really not be long, but would help a ton :-)