Yeah, it's a known issue. I've actually got some code in the works that will hopefully fix this stuff once and for all, but it isn't working 100% yet.
The root of the problem is more how the HTL code was implemented and the various hacks that have gone in ever since to work out drawing issues. The issue is that how the orthographic code (basic 2D drawing: suns, stars, jump nodes, etc.) manages things like FOV is pretty different from how the perspective code (general HTL rendering) deals with the same thing. So trying to line everything up just won't ever work properly with how it all works now. Widescreen resolutions just exasperate the problem, and that is what we see with the cutscene bug (since it changes the view to widescreen).
There have been several proposed "fixes" for the cutscene problem, but none of them do anything to actually fix the bug(s) in the code, they just cover it up. And covering it up doesn't do anything to resolve the general widescreen issues, so nothing will be accepted as a proper fix that doesn't truly fix the problem. In other words, everyone just has to wait for a fix until we actually get it all worked out.
