Was this problem ever resolved? I too am having nightmare draw call inflations and I have no idea why. I'm abiding by all of the batching rules, so I can't understand why i have 2 materials and 30 draw calls (not even using any textmesh). All I have are several layers in the tilemap editor and that is it. Any reason why my draw call count would be so high? The only shaders I'm using are the built in 2D Toolkit ones SolidVertexColor and BlendVertexColor.
Dunno how I missed this, but now that its been bumped I might as well answer.
Each layer in your tilemap is likely to end up as a drawcall, depending on the number of tiles used. Batching stops applying after a certain number of polygons, so if your tilemap partition mesh is over a certain size it isn't going to be batched, and there isn't any way around it apart from increasing partition size.
And talking about partition sizes - each partition is a set of draw calls, and when you're at a boundary, you are likely to see 4 of them at the same time. Say you have 5 layers which cant be batched - at a partition boundary, you could in theory go up to 20 draw calls if they don't batch.
This is quite inevitable, and the only way around it is to dynamically generate geometry every frame, but then that is likely to end up slower than the batch overhead. Also, draw call overhead isn't as bad as it used to be a couple generations ago on iOS devices...