Super quick reply - thanks man.
For some of the UITextures (which were large, and existed outside of any atlas to decrease memory issues at runtime), I changed the scale of those objects in the scene, respecting the aspect ratio, as they were larger than needed when I imported them. I was going to resize them outside of Unity, but with the prior version of NGUI, I had no apparent quality issue with simply changing the scale of the object.
That may contribute to the issue (?) but they appear way bigger than even the pixel size of the widgets with 3.0.8. i.e. a 37x256 UITexture appeared to be 5x+ longer than my 1536x2048 uiroot panel.
Do sprites default to pixel perfect size now, even if they were previously scaled to not be pixel perfect? Some of my basic widgets/textures were not pixel perfect, and those are the ones that seem to be problematic. If that's the problem, do you know how I could work around that?