Oh! Good point here, the way the <pause> tag works is that it just stops all text rendering up to a point, then upon Continue() is rebuilds everything until either the next pause tag or the end. So on center-aligned text, that would cause a misalignment... So as it reads out, it's center-aligned at its current point in time, but not relative to the final mesh...
I think if I were to implement this, I'd have to change a lot about how the pause tags work, pagination, and alignment... I think it might be possible, but I don't see an easy path to it at this moment. I'm going to have to think about it for a while... (Maybe I could have it like... still cut off the text, but only after parsing for line size, and it could insert any linebreak characters at the right position, still...?)
If your pause is just something automatic, rather than controlled by the player, you could try the delay tag? <d=numberHere>
You could also try this... instead of a pause, do this:
First half of string! <drawOrder=allAtOnce><c=clear><e=somethingToDisableAudio>Second half of string!
and then when the player hits the continue button, print this...
<e=somethingToDisableAudio><t=-10000>First half of string! <e=somethingToEnableAudio><t=0>Second half of string!
So... the dialogue would advance like normal, but the text would be disguised like it was just one box.