In my testing with this issue, I had only tried the OGL2 plugin, as I made assumptions that since it had a 2, that meant it just had to be better. Yes, I know, flawed logic, and, as ironic as it is to state, you know what they say about assumptions LOL. I tried OGL1 just now, and while I'm at a point where I can only use the Bend of Time to reliably test this issue, which is such a short effect animation that it's sort of hard to see the issue happen, it would appear that OGL1 doesn't not have this issue. So, that got me to thinking and more testing, as one difference between the 1 and 2 plugins is the lack of the 'widescreen fix' option, which I had been making use of in the 2 plugin because, again making assumptions, I thought I would have need of the fix. Well, after disabling the widescreen fix in the 2 plugin and instead using the 'scale to screen, but keep aspect ratio' option, I also no longer see the issue in OGL2. Again, I only have the short bit of entering the Bend of Time to test with at the moment, but I will be making sure to test further when I get to another point where I can test it at length. I guess with all the resolution changing going on in this game, it makes sense that forcing the wrong resolutions on it might have been the source of all this. Although, in the end, looks like I'll be sticking to OGL1 because I had noticed the OGL2 plugin was hit-or-miss with properly displaying the current grid level of elements while in battle. I know, it's a tiny thing, but thus far OGL1 has displayed it 100% properly, blinking and all, and I don't see anything else that it isn't doing right... So, maybe that's the best GPU plugin to use for this game, after all.
Anyway, thanks to the both of you for taking time to read my posts and respond to them, as I clearly wasn't being as thorough and objective with this issue as I thought I was!