This pattern appears because you are mirroring the texture in the U and V directions as it is being wrapped.
Actually, the main problem is that there are noticeable differences between different areas of the texture. Either you could simplify the texture by evening out the saturation and luminosity of the texture, or you could create a much bigger texture. Try extending the texture you have to 2048x2048, and spreading each tile over a larger area, which will make the variation less obvious.
More advanced methods include creating many variations of the same texture, that each tile with each other, and selecting a random variation for each tile. Even more advanced methods include allowing painting of arbitrary images anywhere on the level, a la "Megatexture," and paging in the necessary resolution of each texture on demand. That requires more data than you can fit in an XNA download, though, and requires custom tools development.