It looks like the collision is being based on the mask for the default animation (the one you've named "idle"). So the collision mask is flipping, but it's using the wrong collision mask.
Yeah, I'd say it's a bug. Too bad this wasn't found before marking the release as stable . Anyway, you should post a bug report, if one hasn't been posted already.
There are a couple workarounds you could do in the meantime. You could check collision based on a separate sword object (which would probably be more accurate anyway), or you could create manually flipped left-facing sprites for the 180 angle for all of your animations. The second one isn't exactly the most efficient solution, I know, but it's something, anyway.