Thanks for the reply.
The Sliced Sprite seems to work fine as long as I am displaying the texture at the same manual height that it was created for (640). However, when displaying the texture at a lower resolution (in my case on a 3GS at 320 height), the left and right edges of the texture do not remain 1 pixel wide -- depending on where I position it and how I scale it the borders are either drawn as 1 pixel, 2 blurred pixels, or not drawn at all.
Looking at the code, it seems to do all of its logic at localScale, and I don't understand how that compensates for the resolution which appears to be applied at a later time.
In other words, if I had an 8x8 sliced sprite created for a Manual Height of 640 which was a solid blue box with a 1 pixel white outline around it and I set it's top, bottom, right and left border to 1 pixel. If I took that sprite and drew it on a 3GS (320 height), I was hoping that the system would draw a 4x4 box maintaining the 1 pixel outline around it. Instead, it appears that depending on the positioning of the sliced sprite on the screen the outline on each edge can either be 1 pixel, 2 blurry pixels, or no pixels and calling makePixelPerfect it doesn't seem to help because it makes it pixel perfect at local scale.
Am I misunderstanding how this works?