You can adjust the U or V Offset attributes in the 2D Texture placement node, and that will move the seam somewhere else. Use fractional values like 0.2 or 0.4... if the Offset is 1.0, it just wraps back to where it started.
If you need a sky that is totally seamless, you'll need a very high resolution image, and it will need to be tileable. The quick way to create a tileable texture is to use the Offset filter in Photoshop and paint over the seam.
Creating seamless textures for a spherical projection is a bit tricky. But you can use the Polar Coordinates filter in Photoshop. That will remap the image so that it "fits" properly on a hemisphere. But this still might not give the results you desire.
Another way to approach this is to drop a Ramp texture on the skydome; this will get a colored gradient for the background. Then create clouds separately. You can make semi-transparent textures and place them on planes floating in the scene above the ground plane but below the skydome. Or, you can use particles or fluids to build the clouds. That gives the advantage of the clouds responding properly to light, and since they're volumetric, you can even fly through them.