I'm seeing an issue that's been with Gaea that I really hope will be fixed now that there's a new mesher engine.
The UV map being written as part of the OBJ is still one row and column smaller than the 0-1 UV space and offset by one row and column.
This means that when you apply a texture from Gaea or anywhere else to the OBJ using the uvmap supplied by Gaea, you get one row and coumn of polygon's worth of texture thrown away or if you're tiling a texture, you g et some very undesirable spikes or zeroes on those edges.
Here's an example of what the UVs look like. Lower Left corner is UV origin (0,0).