So the reason this happens is because when you do bilinear or trilinear filtering, it filters the outermost pixel with the surrounding pixels which technically are outside the sprite area.
Switching to point filtering will fix this, because it no longer filters with the surrounding pixels.
If you turn off the alpha trim in the atlas maker, and add a 1 pixel transparent border to the origin asset then it should be fixed as well. Of course then your origin files have to accommodate this.