It's a cropped screenshot from the toolset, editing a creature that uses the new head. ^^ But yeah, it's there ingame too. Funnily enough, the line doesn't appear in gmax.
I was trying to replicate the method by which the original heads were (probably?) created and set up half-a-face, mirrored it, attached it, and welded them together. The verts in the middle, where the two halves were connected, are all welded - model's as well as the UVW map's ("tverts"?). Override folder is empty, pfe0_head021.plt and pfe0_head021.mdl are the only ones of their kind in the single .hak attached to my demo module, although it does contain numerous other edited head files. The gmax image is a .bmp.
Checking more closely leads me to notice that the Bioware heads actually all have this same problem as well (well, save for the bald ones, which makes sense, I suppose), though, so maybe I'm not actually doing it wrong and it's just the way graphics in the game work?
Solutions that I see so far:
1) Sacrifice texture space to set up a great big buffer
2) ?(maybe? have not tried)? use a full face in the texture rather than drawing half a face and letting it mirror across both halves; that way, the middle of the face is not near the borders of the texture at all
It is a dumb problem and I disapprove of it's existence.