so I found a working solution by ignoring the UISprite position completely and reverse engineer it's position by calculating it's anchor-target's position to screen-points and go from there.
var p = Main.camera.WorldToScreenPoint( target.transform.position );
var screen_position = Vector2( parseInt(p.x), Screen.height -parseInt(p.y))
Now I'm able to draw a line to/from the center of my UISprite.
I really don't understand why this has to be so ugly and complicated in Unity...
WorldToScreenPoint seems to return the correct
x position (but as a
float, which result in really strange positions if you don't parse it to
Int before applying it to a
Vector2). The
y position however seems to be measured from the screens bottom (
why would you even...)
Edit: my UI Camera messed up the whole process, with Main.camera it's working somewhat better, so the following rant is not appropriate anymore

but not enough, also it seems to be off by about Screen.height * 0.05 (this was the moment where I seriously thought about getting into wood-carving and never touch something awful like this again
)