The algorithm that creates a bitmap from the font needs to distinguish inside of a piece from outside, because it has to color the inside, and make the outside transparent. It uses flood-fill from the corners of the square to make that distinction. The risk exists that rendering pieces at very small size will create 'leaky borders', so the flood-fill will get to the inside, and the piece will become transparent. I am not sure the XIANGQI font is very sensitive to this. If this is a problem is very much dependent on your hardware; it seems the flood-fill is ultimately done in the video-card driver. Anyway, it seems unwise to swicth of the font-based rendering below a certain size in anything but standard Chess, as there will be no built-in bitmaps for some of the pieces either. So it will only replace a cosmetic problem by a much more serious problem of not seeing all pieces. So I guess the best solution will be to make the disabling variant-dependent.
The /fontPiceSize is supposed to tune the size of the pieces as a percentage of the square size. There might be a restriction on its value, so the 6 is not accepted. It is used as a factor to calculate the point size passed to the drawing routine for rendering the font symbols in a bitmap drawing. I remember that using 70, 80 or 90 did create a visible difference. I will check it out.
The board bitmap is not re-sized. The 'texture' bitmap given is used to cut squares from it. If the given bitmap has exactly the size of a square, all squares would be identical. If it is larger, the various squares are cut out offset from each other. E.g. if the board is 8 squares wide, the square 10 pixels wide, and the texture bitmap 45 pixels wide, the squares would be cut as 0-9, 5-14, ..., 35-44, i.e. they would overlap 5 pixels. If the bitmap is larger than all squares together, they would be cut out with some left-over space between them, but in such a way that the squares on the edge all touch the edge of the bitmap. I guess the latter is a bad idea; I should cut them in such a way that they leave an unused area of half the size of the spacing between the squares, so the grid points of the grid drawn in the bitmap stay in the center of the squares. As the outer edge line of the Xiangqi grid is half a square away from the edge of the board bitmap, cutting out too small a square that is touching the edge will miss the grid line altogether.
The command-line looks OK to me. Note that most of the parameters you specify would be remembered in the settings file when you would save the settings. (But the way WB 4.4.3 is configured in the installer package is with save-settings-on-exit off, so you would have to do it by hand.) You must make sure legality testing is on, but it should be by default.
With /repeatsToDraw=3 the game should be adjudicated on the third occurrence of the same position, unless it would be a win for the side that just moved. In that case the adjudication is deferred one move. (I am not sure if this is proper procedure, but it was how XQWLight treated perpetual checking, and it seemed to make sense to give the checking side a chance to alter his moves after the evading side proved he could cause a repeat.)
It could be you are running into a bug of WB 4.4.3 here: when the evading side was the first to exceed the number of allowed repetitions, it had already stopped the engines by sending them a force command before I decided to defer the call by one move. So then the engine that was in violation would lose on time. If you were using 4.4.3, please replace the binary by the one at this link:
http://hgm.nubati.net/winboard0526.zipYou could set /repeatsToDraw to 2 to have WB adjudicate earlier.