fix for every build is way too much work.
Not just too much work, there are also legal reasons.
JAMP does not provide API for widescreen-specific things, so widescreen fix for JAMP is made with binary hacks.
Linking to JAMP is regulated by RavenSoft EULA, which, I guess, allows such things.
But OpenJK is GPLed, that means you can't link any proprietary (except the things that are listed explicitly in GPL) software to OpenJK, as well as you can't link OpenJK to a proprietary software. And Movie Battles is proprietary, devs do not want to release source code...
Adding new API on both sides, in OpenJK and in MBII dlls would be a violation of GPL (remember, GPL covers dynamic linking too, not just static link! This is important!). So the only chance to implement widescreen fix on OpenJK is to do it entirely at single side, doesn't matter would it be OpenJK's .exe or MBII's .dll. I assume this is not possible, both modules should be aware about this new feature to make it work.
Jedi Academy going open source is a pretty funny and tricky thing; this is something all mod makers craved for years, dreaming about all those opportunities that would be available. But when it finally happened, turned out not every mod may capitalize on that, because you need to be GPL in order to connect a mod and an engine using new API.
Not to mention OpenJK needs to be forked to work with mb2. Correct me if im wrong.
Wrong.
Vanilla OpenJK works with MBII perfectly, though it requires to perform some small actions to make it launch (copying rd-vanilla_x86.dll to and removing rd-vanilla-mbii_x86.dll from GameData).
MBII Client is nothing but a fork of OpenJK btw.
Related threads:
[SOLVED] - Hud is still stretched out and disproportionate
Technical Issue - Widescreen UI on my resolution