With all regard to a good question and your approach, I personally find it too complex and unnecessary sophisticated.
If you never resize the tile, why not make a bitmapData that you could reuse unlimited number of times with great rendering performance? Just render the SVG once before and make a bitmapData:
var bd:BitmapData = new BitmapData( tileWidth, tileHeight );
bd.draw(tile);
// add the bd to some array of your tile set or assign it to a tile skin variable
It's later easy to reuse it with the graphics object (bitmapFill) or by making a Bitmap object. You can even animate in Bitmap object by changing the bitmapData property!
If you do plan to resize it, I would make a few size variations of the tile set and scale it. If you'll use this method please note that using allowSmooting will help rendering the bitmapData if it's resized or/and rotated, but will slow down the rendering as smooting counts as a filter.