Aren, I very much appreciate all the help so far. I'm definitely making tons of progress. I hate to keep coming back with issues, and like to figure things out on my own but i've spent several hours on this new problem without much luck.... I'm not sure if this issue has been going on all along, or just now noticeable, but somehow my UI keeps losing it's pixel perfect state based on seemingly random reasons.
If you look at the screenshot, it's showing an example of my UI is being distorted by about 1% which is causing little fractures all over the place. I'm using sliced sprites now per your suggestion, and all dimensions are divisible by 4 (no more odd dimensions). I have workarounds for the fracturing, but they make no sense at all.
(Keep in mind that the atlas is 0.5 pixel size for both modes.)
1) If I'm in my "HD screen" mode (with manualHeight set to half the screen height), the issue only happens for even resolutions. I can subtract 1 (one) from manualHeight and everything looks great again. So for 720, i'd use manualHeight of 359 and it looks good. For 719 and any other odd height, it will naturally look fine.
2) If I'm in my "SD screen" mode, with manualHeight set to the full screen height, all bets are off. With Unity's built-in player the problem occurs for any screen height if Unity is maximized, but never occurs if Unity is unmaximized (i realize that sounds insane). It does *not* occur in a standalone build at all.
I've checked everything for errors. I'm not doing anything fancy except the halving of the manualHeight. Every objects' scale, position, and rotation look good (integer values, aside from minor float rounding errors here and there). UIRoot being the exception, since it's doing it's scale conversion magic.