Hm, I just tried the "quick and dirty" Solution, and without changing anything about my current Code correcting (and now hyper-correcting) the Values, the Result does indeed look different again (fourth Part of the Image, the first three Parts have no Corner-Pixels and show the Problem so far -- you can see a flatly lit Duplicate of her behind her, for Testing-Purposes, with an Offset). So that at least shows me that it really is an Issue with Visionaire cropping the Sprite down to the visible Pixels, or else the Version with Corner-Pixels (which here are clearly visible for Testing, to see the Difference) would be placed and scaled the same as the others.
I could, of Course, use the quick and dirty Solution and apply such Corner-Pixels to all Animations, but it would be dirty for a Reason, I suppose, because the Cropping is done to cut down Texture-Sizes, if I get that correctly -- so that would probably hurt the Performance overall, albeit just a tiny, tiny Bit. (It might also still prove problematic if any special Animation with different Image-Sizes and different Animation-Centers are being used, which can occasionally happen.)
Other than that, it would certainly we a somewhat functional Workaround, I suppose, so thanks for the Suggestion, but I still wish I knew of a Way to get the Character-Sprite's Position on Screen, so I could prevent the technical "dirty"-Part of such a Workaround and also make it work with all Animations automatically.
(By the Way, I can indeed get the cropped AnimationSize via "graphics.getAnimationInnerSize()", though it strangely gives odd Results inside the Shader... though I might get that to work. Now I'd only need the same for the Sprite-Position, be it cropped or uncropped.)
EDIT: So, is there a Way to get that Position via "ActiveAnimations" and "CurrentSpritePos" maybe, for the Character? I have tried that, but maybe I just didn't code it correctly.