@cernel I think this may be related to the thing I mentioned before about graphics within the UI scaling with the Font display?
So for example, in the UHD the default unit scale in the map.props is 125%, but my monitor is 1600p (default scale in Windows is 150% for a display at that resolution.)
Here, this probably won't work properly since I have to reduce the size of the screens to 1080 so they'll attach on these boards, but you can sort of see what I mean...
Units 125%, Display scale 150% (the default by map props, recommended 1600p display settings in Windows)

Units at 125%, Display scale at 100%

Units at 100%, Display scale at 150%

Units at 100%, Display scale at 100%

For me running with a display scale at 100% isn't practical at 1600p. I can get away with 100% at 1440p, but that's like right at the edge of readability for me. I can upscale the Font within tripleA to read the text as it appears on the gamemap (the option Map Font and Color) but that's a different thing. I think the upscale of the upscale (if I'm seeing the same thing) is coming over from Windows, if that makes sense. I'm not sure if there is some way to specify default for the display at a particular resolution? Like I had to go in a spec it out manually, but kinda ran up against that wall mentioned earlier, where the graphics upscale without any interpolation, so they become pixelated within the UI. I can run it alright in FHD, but going higher rez is where I run into probs. For me the 48px graphics used in most maps are simply too small to run on a display higher than 1080p, without some significant upscaling. It might be possible to do that outside of tripleA, like to upscale the graphics in the units/flags folder to 54px rather than 48px, but then 54 was like a hard ceiling, cause anything taller will just clip to fit within the little UI windows. Not sure how helpful I am, cause I barely understand it honestly, just one of things I ran into when trying to play around with the graphics.