Just wondering if there was a workaround for these strange looking points I got here. This only happens when the tangent ducks create an extreme angle and happen regardless of the placement of the width point position ducks.
Yes. In fact the render you see is a compromise workaround. Look the figure:
If the program would use the two tangents given by the sides of the blinepoint, the intersection would be at the infinte!
It is true that the solution is not good and it should render the longer cusp addmited. I will try to fix it on the next release but that would need extra checking to keep render on older version files to not break backward compatibility.