It wasn't me, Jdiva, sorry. At least, I don't think it was.

Anyway, you're right that the lines on the templates do have thickness to them. But in most places, that thickness is two pixels, which is exactly what you want. Due to anti-aliasing, you'll see a dark line with a lighter line right next to it. It's a pretty safe bet that the "center" in those cases is the border between the dark and light lines.
For example, the image below is is of the font upper body, pit of the stomach area, zoomed in about 3200%. The "center line" at that point is two pixels wide, and the other converging lines all appear to meet right at the border between the two. From that, I feel pretty confident in calling the center of the front upper body the 262 px mark, which is where put the guide you see in the picture. And from that, we can say that anything at 261 and leftward will be be on the model's right side, and anything at 262 and rightward will be on the model's left side.

You can pretty easily find the "centers" of the other sections by looking for similar convergences on each.
We can't really call that an exact science, though, since we don't really know how per-pixel accurate the templates are. There are two reasons for this. First, since the templates are twice the size of the composite-baked outfit textures in SL, it's possible to be off by a pixel in one direction or the other on the 1024x1024 template, and then end up in the right place on the 512x512 bake (or not). Or the opposite could conceivably happen as well. You could be in the exact center on the 1024x1024, and then end up off by one pixel in the 512x512. It all depends on how the reduction is being done. It would take some experimentation to figure it out perfectly, and I've never actually done that. Perhaps someone who has will chime in.
Second, to get a precisely accurate measurement, we'd need to analyze the actual UV setup on the model. We need to know if edges fall on exact pixels, or in between them, and then we need to know which pixels we're talking about.
All of that is worthwhile information, so I'll probably look into it when I get a chance. I never actually have. Again, perhaps someone who's done it will have some better information.
In the mean time, I wouldn't obsess about it too much. If your center line is off by a pixel, it's very unlikely to be noticeable. As long as the upper and lower body match each other, that's all that's important. And making that work is really easy. Just draw a vertical line on each, apply them to the avatar, and see if they line up. If they don't, move one or the other over by a pixel, and check again. When you've got a match, make note of the numbers, and call it a day.
If perfect symmetry is a concern, again, I wouldn't obsess about it. No one's gonna care that that spaghetti strap is 120 pixels from the "center" on one side, and 121 pixels from it on the other, or that those two pants pocket aren't per-pixel equidistant from whatever marker you're calling the "center". As long as the seams match from front to back, and from top to bottom, that's all that's important.