You could just set the scale to 1 when checking for collision and back to scaled directly after. So the idea would be to save the current scale to a variable, set scale to 1, check for collision, then restore the scale. With some fiddling it should work with whatever system you have in place to adjust the scale.
Every tick:
— sprite: set savedscale to self.width/self.originalWidth
— sprite: set scale to 1
— sprite: set scaleMe to false
Mouse: is over Sprite:
— sprite: set scaleMe to true
Every tick:
— sprite: set scale to savedscale
Sprite: scaleMe
— sprite: lerp scale to 1.5
Negated sprite: scaleMe
— sprite: lerp scale to 1