So, for some interesting reasons, I took a look at how my game handled resolutions and the like. As a result, it is now going with a 16:9 resolution. This will help keep things from looking weird on the now far more common resolutions. Also, shown in the gif is that since the game is mostly user interfaces, they are now scaling with the screen. You can dynamically change the resolution, but that's mostly for general testing, I will probably create a menu to select your resolution later.
One thing changing the resolution also allowed me to do was to add MORE STUFF TO THE MAIN SCREEN. When I was working on the equipment screen I was feeling the pinch of available real estate, so I'm glad to expand that to hopefully make what is going on more clear. It also has let me toss up a calendar to the main screen, shown below, to help the player plan ahead better.
The ultimate goal is for everything else to resize dynamically based on resolution, along with the calendar. This way if you make the screen really big, or kind of small, things should still be crisp and clean, instead of having issues with increasing/decreasing the level of zoom on the window. Some things will still have some scaling, like the art, but that is much more manageable and passable than how bad fonts look scaled around.