FSO will be able to handle correct(ish) centreline mirroring of the UVs
Why? What does the direction of the mirroring matter?
And, does it also work in blender?
I've read somewhere, that uv faces just like trigons can have their normals flipped, solving this problem. And this would be what the big game studios do. Actually from a mathematical perspective that does make sense, and it does not make any difference that uv space is just 2-dimensional.
Actually though i don't get it. I guess there's some performance optimisation at work which gives us this issue, as I'm pretty sure i can calculate the shifted normal given the rgb values of a texel, trigon normal, the vector from vertex 1 to vertex two, and the vector from uv-vertex 1 to uv-vertex 2. The only thing that is influenced by mirroring is the trigon normal, but that can be changed with the flip normals command.