@Mobius:
From stars (the distant ones), only the retail stars are affected by this particular problem. Skyboxed starfield is rendered correctly in relation to planet and nebula bitmaps, mostly because they are images and not procedural like the retail stars.
The other background element aside from retail stars that is affected by this particular issue are obviously the suns.
Now, if the suns were converted to be rendered in the same way as the nebulae and planets, and the number of retail stars was reduced to zero, both of
these problems would be out of our hair at least for the time being. But like I said, it would leave the HUD mis-alignment problems to be dealt with a code fixing solution, but I probably could manage with a little HUD problem if the background elements were not exhibiting same problems. Can't speak of others, though.

@Bob-san: about converting... You would need to:
0. Replace the sun textures with a transparent/black one (I can't remember if the system uses alpha or additive blending, but the idea is to make all sun textures invisible in the game itself)
1. create shiny new Sun texture, at least one for each colour, then add all to stars.tbl to nebula/planet section (and I have no idea if that table has some kind of entry limits or not)
2. Go through every mission, and add a new background element to all locations where there is a sun (with it's new invisible textures), so that the light of the star will still shine from the correct direction, but the actual visual effect of the star would be separate from the actual star.
Now, there are several sides to this kind of solution, and these are the main points I can think of:
The Good:
-It
would fix the current problem with sun bitmap rogue rendering.
The Bad:
-Converting everything to this would take a lot of time and effort and I'm rather sure that most everyone would have better things to do with their time.
-After this issue perhaps gets fixed at some indeterminate time in future, it would likely mean that all the converted stuff needed be re-converted or "downgraded" to their old form to take advantage of the fixed star/sun/HUD rendering. More work, yay.
-Meanwhile, there would be hell to pay with supporting both old system missions and new "workaround"-missions.
-Extensive use of this workaround could actually discourage the actual fixing of the issue. It would make the symptoms go away as far as the background is concerned, but the problem would still be in the code, affecting only the HUD as it would appear to casual gamer.
The Ugly:
-The effect would be different from current sun effect in, for example, the way it actually would draw the texture. Currently, many star images have kind of "spikes" or light beams coming from the star, and as you rotate your ship they rotate with you, indicating them to be diffraction artefacts caused by the optics of the human eye or somesuch. If the suns were rendered as planets/nebulae, they would be fixed to the background.
-The effect would lack the glow texture that the sun bitmaps usually have. This is not an issue in itself, as with creative texture design it's quite possible to make "bright-looking" stars without any glow effect at all. I cannot say whether it would be better or worse from current, but it would be different for sure.
-IT'S A HACK. This is not an elegant solution, it's a cumbersome workaround to hide a problem.
Sooo... what gives? My opinion is that existing stuff shouldn't be converted to use this kind of workaround. I can deal with occasional goofy-looking stars, and I suspect most others can as well... However, new missions
could be made to use it to begin with, and they would still be compatible after the eventual fix gets made.
I guess it's up to FREDders then whether or not they want to do it or not.
But, at any rate - the ability to drop the number of retail stars to zero would be a welcome addition to the engine/FRED, especially since the stars look ridiculous when they are rendered over an image of a planet on skybox surface. Kinda makes it look like the shadow side of the planet is transparent.
