It's possible to get the StarlingArt object which contains the starling sprites or images to set their blendModes, for each citrus object you have in your scene.
the common technique is in the scene/state itself, using view.getArt(object) , will give you the StarlingArt corresponding to the object. A StarlingArt object has a "content" property which is the one containing either an image, movieclip or sprite.
But ... that content might not be loaded yet once you try to access it.
So the other way , which is the one I prefer :
First, I create custom classes for my game. Extending either CitrusSprite or NapePhysicsObject or Hero etc...
In CitrusSprite you can see (or any citrus object with a view) you have this "handleArtReady" function :
I override this function so I can get the ICitrusArt that CE created (its actually a StarlingArt object since we're using starling) and same as I explained before, StarlingArt.content will be whatever content that object is represented with. If I know this is going to be an Image I can do the following :
var image:Image = StarlingArt(citrusArt).content as Image;
and then do whatever I need to this image, I can even force pivots or random colors or whatever... or even change the touchable or touchGroup property on StarlingArt itself for optimization
Edit: should you stick with starling ?
I think yeah, you can make it work with starling by optimizing it, repeating as many textures as you can though it's going to be hard maybe.
Also if you create your level with flash pro and let CE download textures from image files (when you set the "view" property to url string) just know that this is the worst way to manage assets. You should handle texture loading by code (using the starling AssetManager) as CE has no code to recognize textures that are similar. This entire feature is for prototyping or small games only. Best practice is using AssetManager and assigning textures/image to created CE objects by code. We have no hook into the object maker (by the way, you have to use StarlingObjectMaker , not ObjectMaker2D) to do that so right now its either custom classes for each elements (which is what I would do) OR looping through the objects in scene after StarlingObjectMaker does its job, and based on their names or other properties you could create on your objects, create the associated view (Image,MovieClip,Armature etc...)
You'll then share texture and definitely improve performance.