I'd like to bring up my previous post (the long one with screenshots that aren't very helpful

). I don't intend to come off as trying to be annoying by continuing to ask the same question, but I want to rephrase my question in a way that is, hopefully, less pedantic and easier to follow.
Again, with Xenoblade (It's my only game ATM).
Please remember that I don't know exactly how anything technically works beyond their descriptions.
This is about the Post-Processing Triggers, and how shaders behave with them in Xenoblade.
On Swap: Will apply post-processing before presenting the screen.
Shaders get applied to everything (3D & 2D elements, and framebuffer effects).
Since this is default, I'm going to assume everything is working as it should at this point in development (build 524).
On Projection: Applies post-processing before the game draws 2D elements on the screen. However this may not work with all games.
Shaders work and are not are being applied to 2D elements (as per description).
HOWEVER, shaders are broken by framebuffer effects. Not only do the shaders stop working, but so do the framebuffer effects.
Also, using 8x MSAA/SSAA with "On Projection" creates a "bleeding backlight" effect during framebuffer effects, but only with the following shaders: Depth, SSAO, SSAO2, SSGI, Emboss, Invert, Invert_blue, Nightvision2, Nightvision2scanlines & sketchy.
On EFB-Copy: Applies post-processing when an EFB copy of a perspective seen is requested. This may not work for for* other games. Â Â *Yes, it does say "for for".
Shaders work and are not are being applied to 2D elements (as per description), and framebuffer effects are then rendered and overlaid on top of the shaders.
HOWEVER, shader effects do not have the same strength as they do "On Swap".
Let's use FXAA for an example, and testing before the Xenoblade Intro/Sunset (so no framebuffer effects messing with shaders).
FXAA with "On Swap" and "On Projection" have the same amount of sampling quality (think of both as being equivalent to 8x MSAA). FXAA+Projection also has some kind of colorshift or color correction happening, but I think that is a different issue..
On EFB-Copy does not have the same sampling quality as the others (think 4x MSAA).
Is it possible to...
A) Fix/prevent framebuffer effects breaking shaders with "On Projection"?
B) If broken, fix shader effects when used with "On EFB-Copy". If nothing is wrong, then...
C) Increase value ranges for shaders?
What I mean for "C)" is, for example, with "On EFB-Copy" I want to extend the max distance of SSAO so it reaches the same distance it has when used "On Swap". I tried changing "D_AOAEND" in IshiirukaFX.ini to something greater than 2 (max value of slider in shader options) hoping to increase SSAO range but it didn't work.
"2" is still way to close "On EFB-Copy" (SSAO range ends a few feet/meters in front of the player).