Those ones being the ones where the 2048 texture is shrunk down to the smallest values, so the most mixing is occurring. I see it now. I didn't go back and try that on the previous texture I had posted (page 7) but that had a TON of artifact in it, especially when mixed with fog and sky box. This one has no mixing with the skybox or fog, but I did notice it mixes with the gray rocks.
Edit:
Here's the original one of the low quality fir:
And here are the new ones showing no mixing with anything outside the mesh itself.
Which looks better up close, but not any better far away (just different), except with that hideous mixing with behind textures not matched to the scene palette. But it also takes the entire section with non-zero-non-one alpha and makes it opaque (or basically sets the alpha value to 1), which for many textures, wouldn't be what we would want, such as in foliage with a large transparency variety. So I gotta be careful about masks with that blend setting.
With the spruce texture I did today, the blending and related issues were not as noticeable before applying punch-through because the number of pixels spanning the range from alpha 0 to alpha 1 was only one pixel, or no pixels, spread out over 2048 pixels total. But the mixing issues on this above lower quality texture (the fir) is 5 to 10 pixels over only 256 pixels total. Huge difference that alone can make.
For these larger textures, the punch-through will work very nicely in clearing up that single pixel lining, thank you!