Normal maps are not like other types of maps. They have their own sets of rules that are completely different from color, bump, or displacement. The rules are also different depending on whether you’re using tangent or object-space maps.
As I explained in my original post, the mathematics that make tangent-type normal maps work are very specific. These mathematics always flip the normals when you cross a UV seam. This is not a ZBrush thing. It’s the nature of that type of map.
The reason why this creates a problem with tiles-type mapping is because AUVTiles and GUVTiles have lots of seams. So the normals flip all over the place.
There is a technique which can compensate for the tangent effect. You can find it here: http://www.zbrushcentral.com/zbc/showthread.php?t=56882 Good luck trying to pull it off with a tiles-type map!