Howdy.
I can think of a few minor problems to overcome concerning hex grids: rendering, map loading, and hex spatial (model) logic.
Rendering:
In general a hex-tile world will render very slowly if you attempt to use one hex rendered per rectangular tile. I say this because the hex does not use all of the rectangular surface. The tiles would necessarily overlap, and one would have to use surface- or per-pixel alpha which can be very CPU-intensive and slow.
I would highly recommend, whether using Gummworld2 or another implementation, to pre-render the hexes onto some background tiles. The pre-rendered background tiles are then what you'd render in real-time. I hope this makes sense. If you choose to do this, then Gummworld2 would be able to handle a scrolling display of the world quite well.
If, on the other hand, you absolutely need to work with hex tiles on overlapping alpha surfaces, I can't think of any easy way to do this out of the box using Gummworld2.