Best project sizing strategy for software tutorials when UI is 1024w or over?

Hi,
I've read many of the discussions on the forum related to project size, but am still wondering about this.
I'm creating e-learning modules for software where the required minium resoultion is 1024x768 (but in practice most users have wider displays). In the past I would use a project size of around 965w (as RodWard suggests in his helpful blog post ) and then either downsize the images a little to fit, or do some panning in the project when necessary. I've also used zoom areas a little, but these add considerable labor for the benefit IMO.
My quandary is, while I've always designed my Captivate projects to match the software UI size as closely as possible, I'm wondering if user expectations about this are changing. There are umpteen software 'how to' videos on Youtube and elsewhere set at around 640W (or smaller) and though the screen shots are inevitably blurry, I'm not hearing a lot of complaints. Since one of my goals is to extract the "screencast" portions of my tutorials and publish them as MP4 videos (for mobile delivery, right?) I am wondering if I should not just set my project size smaller and live with the blurry screens, using zoom areas in places where detail is absolutely essential.
Thoughts, opinions and lively discussion welcome!
Corbin

Personally, I would never settle for blurry images of any tutorial I create.  If we're creating a tutorial for output to YouTube video, we now use the HD format size, 1280x720.  If there is any way you can use that, go for it.  Alternatively, go for YouTube XGA format at 1024x768.  Anything is better than 640.
The only way I've seen tutorials work at 640 size is when making heavy use of Panning to follow the cursor around the screen.  However, I don't personally like this method because I find it disorienting.  It's like watching a screencast through a keyhole.

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