Sounds like an issue with the way the autozoom weapons are coded. It should really be fixed there.
But, you could make a client side workaround with something like this:
package autoZoomClientFix
{
function handleYourSpawn(%msgType, %msgString)
{
Parent::handleYourSpawn(%msgType, %msgString);
setFov( $Pref::player::CurrentFOV );
}
};
activatePackage(autoZoomClientFix);
Note: I did not test this at all or even run it, it's just a suggestion.