This is called texture bleeding. Your texture region for each tile type has an area from your main texture. However, sampling of the texels can lead to “bleeding” from outside of that region.
There are some solutions to this problem. First, you can add padding to each region in your atlas, and extend the edge pixels outwards so when it samples, it will sample from the “same” texel.
If you don’t feel like redoing your entire atlas, you can shrink the texture region area a tiny bit by a fraction of a pixel and it usually solves it. I have a utility class here you can freely use. Simply apply the debleeding method to each of your regions and it should be good to go. The default value is 0.25 of a pixel, and its effectiveness can vary from 0.01 to more than 0.25. Try what works for you.