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My notes so far:
I'll try to sort this out before moving on to your tweaks. I do believe that the classic normalization should work as it does with 4:3 resolutions, i.e. it is correct for movement to the edge of the screen, and the validity for 360° turns should be just a byproduct of sorts.
There are also other interesting things. It's not possible to use a single value to normalize both x and y, so two values are required (I've found it rather easy to set up). Somewhat related is the problem that, e.g. for a 16:10 setup, when firing from the hip, the input to move to the right edge of the screen is not 1.6 times the input to move to the top. So the vertical sensitivity could be altered even for hipfire.
edit: The normalization is: atan(x tan ads) / atan(x tan hip)
where ads and hip are half of either the horizontal or vertical FOV, and x is the percentage of how far across the screen you need to turn until the required input is the same for any FOV. E.g. x=0.1 means that no matter the FOV, it takes the same amount of input to turn from the old crosshairs to a point that is 10% of the (half) screen away.
Special cases:
Classic normalization (x=1): ads/hip
Delta normalization (x=0): tan(ads)/tan(hip)