My apologies for not having a great deal of time at the moment, but some thoughts would be:
If shaders are involved you should be able to blur the 2D sample from the cubemap. When using a cubemap the sampling camera is in the centre of the cube and I believe you calculate sampled 2D camera view as in Arius VB.Net Tutorial 23 (HLSL shadow mapping), in the meshlight.shade shader, line 242:
SMapping(IN.SmPos, IN.Deep, DeepSample, SF_SM);
it can be seen that a 2D texture is returned from the cubemap, and subsequently used in the shader. In this case for shadow mapping, and it looks like a depth test is used, but the principle is the same. You could strip out the unnecessary code.
Then in Zac's Landscape Shadow Mapping example the are examples of how to to apply gaussian blur and PCF filtering to a sampled 2D texture.
Sorry I haven't got the time atm to go into it more deeply, but this should point you in the right direction.