Yup, I use a single function with a series of checks for certain properties (like if an entity is using animation, animations, working_visualizations, animation_shadow, and if they are using the layers, and defining north, south, east, west, etc), and then modify the shift and scale of those properties by 2/3
It doesn't seem to have been working for the oil refinery or chemical plant (both using the same base game function to create spritesheets), but I figured out a "hacky" way around it. They use the same numbers in shift and scale, so I just copied the entire function, filled it with whatever filename they are using for the graphics, and then shrinking the size within the function itself. It takes a LOT more testing, but it's better than making a separate function for every single entity (which is the way I had it before the v6.2.x rewrite)
Should be working as of v6.2.5, at least for the cases I've tested, which include bobs, bobs+shiny, fxp, and fantario, all on low res and high res (although my low res tests came first, and I tweaked values during high res testing, so it might have broken)
Also, glad to hear it! Problem solving is hard in cases like this, but totally worth it to know people care :D