Do you have any idea what that entails? 64 unwrappings requires 64 specific start-end coordinates and the 64 manual wrapping calculations associated with each.
Not sure I understand this. There a single set of texture coordinates that need to be "adjusted" in the pixel shader.
The OP's problem is solved by using a texture atlas with some wrapped border region included around each image in the atlas.
You never identified texture filtering as your main problem, and instead blamed texture wrapping.
If you’re already comparing your solution to an existing one’s, the bleeding is not caused by wrapping (it would be though), it is caused by bilinear-filtering.
... which is solved by having a border region surrounding the atlas image...