Are you sure your texture is indeed seamless? Unless you're also using cropping, tiling by itself should not introduce seams. It doesn't matter real-world scale or not. Can you show a screenshot your bitmap node and texture itself. That could help us to identify the real culprit.
As for the default scale, as Aram already said, by default texture scale is 1 system unit. If your display units does not match system units, you will get other default scale than 1. In your case, it looks that the system units are mm, while display units are cm, hence 0,1 scale by default. Remember, system units are what 3ds Max uses internally for all its calculations and display units are there just for your convenience.