I build my games at Windows 8 min size 1366/768. When I place my HUD objects I make sure I leave enough space for them to move if the screens are too small. That way when they are anchored, they stay in relative position to the sides of the screen. Don't bunch all of your hud elements together or they will cause issues. Leave enough space near them and test on multiple screens to find a size that works. OR...
You can also test for the size of the viewport/window and have multiple invisible sprites on the screen, then based on the size of the window, snap your hud objects to different invisible sprites. For example if I have score and high score next to each other on larger screen, I may have to move score below high score on narrower screens so they don't overlap or go off the screen. With a bit of forethought you can do lots of neat things to account for screen sizes...