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You completely underestimate the required work to do stuff like this. Consider the parallaxing in the town and forest, that has to be completely redone just to widen the screen, which means the entire levels need to be redone. There's also the off-screen enemy locations which shift depending on where you are.
Remember this game was ORIGNALLY for the DSi which was 256x192 pixels pixels and has a manditory 4:3 ratio. The correct "pixel scale" is in fact 1280x960 (5x multiplier), or if you have a 4K monitor, 2816x2112 (11x multplier) slightly letterboxed. Neither of these are native resolutions of common monitors. What would really happen if Wayforward made it "widescreen" capable is they would crop the 4:3 screen to the letterbox width they use for the dialog interface and instead blow it up by 7x. That again would require changing the "camera zoom" of the maps.
So please, yes the port itself is slightly lazy, as is all console->"mobile phone" ports that are then ported to Windows (see also FF6) , but that just means you're not getting a watered down version. I have the original game on the 3DS. If you're not complaining about the screen aspect ratio, you'd be complaining about them not remastering the sprites.
I'm sure WayForward could remaster the game to take advantage of HD screens, but why bother? The original pixel art is fine. If there is anything to complain about, it's the inconsistant use of A/B buttons between the GUI menu and the game (where B is confirm and A is cancel on the menu, but the game uses A to confirm)