I see. Well, if it works, then there's no need to dwell on it
Hope that your next run will go smoothly! 
EDIT:
Oh, and I just realized it will only work on a new game
The script that saves your previous "height" is now added to the Temple's area script, so in ToB the appearance of your "other self" should match the half-curst's hight properly.
For those that are already after that point, in ToB (for example) - you should use the console to set the "animation variable" so the game knew what was your "natural self" when you entered the Temple area before the possible change happened, so the script could use proper version of the "other self":
humans, half-orcs: Global("L#XZEPlayerWasTall","GLOBAL",1)
elves, half-elves, tieflings: Global("L#XZEPlayerWasSlim","GLOBAL",1)
dwarves, gnomes: Global("L#XZEPlayerWasShort","GLOBAL",1)
halflings: Global("L#XZEPlayerWasShort2","GLOBAL",1)


EDIT:
Oh, and I just realized it will only work on a new game

For those that are already after that point, in ToB (for example) - you should use the console to set the "animation variable" so the game knew what was your "natural self" when you entered the Temple area before the possible change happened, so the script could use proper version of the "other self":
humans, half-orcs: Global("L#XZEPlayerWasTall","GLOBAL",1)
elves, half-elves, tieflings: Global("L#XZEPlayerWasSlim","GLOBAL",1)
dwarves, gnomes: Global("L#XZEPlayerWasShort","GLOBAL",1)
halflings: Global("L#XZEPlayerWasShort2","GLOBAL",1)