Rendering issues like that will indeed have to be addressed different. And while it might be a simple screen refresh subroutine call that is missing, I'd rather address this by some more evolved project I have in mind.
As we all know the whole BotF rendering doesn't do well on high resolution screens. Further already with mpr++ I faced some issues not easy to overcome when adapting the old rendering. Given modern engines all are made for 64bit, which can't be loaded with old 32bit trek.exe, the best option would be to bypass the whole rendering but run our own. But even if not, as soon as I have a new rendering engine adapted again, we can replace sceen by screen or even just overlay part of it and even add new menu options.
Ofc this is all future thinking, but already with mpr++ I added some new sample menus like this. The problem here is not adding the menus but to adapt a new engine.
And ofc you can bring up lots more of issues, but the great thing what I'm doing this for is that I love to figure this kind of stuff, and even more so when everyone says what all is not possible while I already proofed them wrong!
But hey, let's get back to topic. And me try analyse some broken saves now.
Sorry for messing this topic.