After having had a look at the other thread I must say that I think of this issue as being a rather esoteric one.
You’ll see what the devs have to say, but I wouldn’t count on them tinkering with the engine to implement changes that would likely only affect a few people - of which probably, again, only a few people would even regard those changes as important.
As said - I went from 4:3 to 16:9 and didn’t even notice anything weird about the FOV. Perhaps that’s because I often rotate the camera anyway to maximize my FOV in the direction that my character is walking or that I expect enemies to come from; I dunno.
I feel though that this issue is so minuscule that it might not warrant any significant developer-resources to be spent.
But what do I know, perhaps this is really easy to solve on the dev’s end?