Preface: I'm still new to Unity and 2D Toolkit, so take my advice with a grain of salt. Definitely pay more attention to unikron; he's the smart guy here

But I'll throw in my $0.02:
If it's not too late to switch to a tk2dCamera, I
highly recommend that. It will make your life so much easier. tk2dCamera makes sprite positioning simple. Want to move a sprite 1 pixel to the right? Just add 1 the transform.position.x value. You'll never get any of those "off" pixels.
Also, depending on how flexible you want to be with your resolution support (sounds like you're OK with forcing 1280x720, and if you want to stick with that, that's fine --- just ignore this): With blocky retro style pixel graphics, using the tk2dCamera's Resolution Override to scale your graphics works really well for keeping your looking fairly consistent at a variety of native resolutions. You might have a scale of 1:1 for really old displays (e.g., 640x480), and then a scale of 2:1 for 1280x720 (and 1280x800), and a scale of 3:1 for 1920x1080 (and 1290x1200)... and perhaps even beyond e.g., for the new MacBook Pro retina display announced today. That will guarantee nice sharp retro pixel graphics at every resolution. But that may not work for you, especially if you're using 1280x720 for 1:1 pixels. Just wanted to throw the idea out there.
I'm using a similar concept for a retro style pixel game I'm making, with support for a wide variety of resolutions:
- 480x320 on the iPhone 3GS
- 960x640 on the iPhone 4/4S
- 1024x768 on the iPad
- 2048x1536 on the iPad 3
- 1280x720, 1280x800, 1920x1080, and 1920x1200 (and beyond) on PC and Mac.
And I throw this script on my tk2dCamera, and 2D Toolkit makes a whole lot of magic happen:
void Awake()
{
tk2dCamera.inst.resolutionOverride = new tk2dCameraResolutionOverride[1];
tk2dCamera.inst.resolutionOverride[0] = new tk2dCameraResolutionOverride();
tk2dCamera.inst.resolutionOverride[0].width = Screen.width;
tk2dCamera.inst.resolutionOverride[0].height = Screen.height;
if (Screen.height >= 1280)
tk2dCamera.inst.resolutionOverride[0].scale = 4f;
else if (Screen.height >= 960)
tk2dCamera.inst.resolutionOverride[0].scale = 3f;
else if (Screen.height >= 640)
tk2dCamera.inst.resolutionOverride[0].scale = 2f;
else
tk2dCamera.inst.resolutionOverride[0].scale = 1f;
}
Note: The scale values above are just ballpark, obviously you'd have to use whatever works for your particular circumstances.