the following is very little about GH but not completely off topic
I had to take a few courses of graphic design, like 2 million years ago, and at a certain point of my life I was living out of graphic design
about the bleed topic, it also very much depends on the type of final result you want to get
the main point of bleeding is to print an overextended abundant size (usually a few mm) to account for cutting errors, in such a way you don’t end up with white stripes left here and there
the point is -generally speaking- in order to get the very best final result, the extension of your print should be seamless (of course you can always do whatever you want and feel, my point is just a sort of personal point of view), and with seamless in this context I think something like “if the image is trimmed 2mm less or 2mm more, I still perceive it the very same way”
if your image gets printed with no bleeding and badly cut like this, you won’t be happy because you very much see a white border all around:
but if you apply bleeding as “duplicating the most external colors” and get the very same trimming on it, you will get something like this:
which of course is already ten times better than the previous, but gives the feeling like there’s a sort of few flat background colors on top of which the beautiful mesh is applied, and makes me perceive a very neat division on these areas, as if the background and the mesh were two different things
so, in my humble opinion of graphic designer of 16 millions years ago, instead of extending the mesh border by sampling the color of the “closest neighbor” or similar approaches, I think you might get a better result by extending the mesh pattern itself, with all its beautiful complexity, in such a way when the trimming is done abundantly, I wouldn’t see a flat color overextending the border, but I would see something as beautiful as the content itself
like “don’t make them perceive the image was supposed to end here”