I have recently dealt with this same problem; hopefully I can help you a bit.
I developed my UI at 16:9 screen ratio with the 'automatic' option turned off in the UI_Root. My manual height was set to 640.
I always make sure that everything is a child of the UI_Root->Camera. Under the camera, I put my main UI parent, then add UIAnchors as children to that object (anchors for the bottom, left, upper right, center, etc.). Every widget and object I add to the user interface becomes a child of one of those anchors.
Important note: Every child in the hierarchy under the UI_Root (except for the widgets thesmselves) should have their scale set to 1, 1, 1. If not, then your widgets will be way out of proportion, or perhaps invisible.
Now, when I adjust the screen size or ratio, the anchors automatically adjust my widget positions to compensate.
One drawback of using UIAnchors, however, is the fact that they are only in relation to screen space. From what I've been able to tell, UIAnchors cannot be used to set widget positions within, say, a parent game object that is smaller than the screen.