Libgdx Texture Array because of bleeding

I’m bleeding… you know, the usual. Even with Nearest there is enough bleeding for it to suck hard.
padding is… not an option, changing all those tilesets changing the logic, and then the inconvenience in the map editor and all that, because tiles are no longer side by side. Just no =/

So it really appears Texture Arrays / GL_TEXTURE_2D_ARRAY is the way to go.
However I’m not too big on OpenGL, in fact I’m using 100% libgdx right now, no direct calls, at least nothing big.
The question is how to integrate an OpenGL Texture Array with Libgdx ?