Hi majou,
thank you for the screenshots. Since all settings regarding texturing are identical (except c being processed with 1.63), the error should be somewhere else.
There are some settings, which you can optimize and those might influence the quality of your model including the texture:
1. For alignment, please try accuracy "High" so that feature detection will be computed on all pixels. With "medium" setting, you lower the resolution, which can lead to a slightly larger error for the camera pose.
2. Are you familiar with the optimizing process? It can improve the quality to delete stray points in the sparse cloud including points of the surrounding area of the trench (like vegetation and other "moving" subjects) as well as points which were detected in the out-of-focus areas and to run a camera optimization (the star symbol under "Reference"). You can also run the gradual selection to automatically remove points with a high reprojection error (under Model - Graduatial Selection...).
As an example: When I process excavation sites, I first run the alignment (Accuracy: High). After creating the sparse cloud, I add my GCPs to get an inital impression of the accuracy. I uncheck all markers (so they are used only as checkpoints) and start cropping the sparse cloud i.e. removing the surrounding area (usually full of shrubs, grass etc. which move ever so slightly during image acquisition). Additionally, I run the gradual selection with a reprojection error of about 0.25 - 0.3 (watch the number of sparse points selected) and delete those points as well. After that I run the "Optimize Cameras" using "adaptive camera model fitting". Check the accuracy of your GCPs and, if necessary, use some for adjusting the camera alignment (some should always stay unchecked as validation).
3. You should try using Agisofts new algorithm for computing the high-res model: Instead of building the "dense cloud" go directly to "Build mesh" and use "Source data: depth maps". Please note, that if you reprocess old projects, the depth maps from the dense cloud might still be present- so make sure to uncheck Reuse depth maps (under Build Mesh - Advanced settings).* The quality and speed of this approach is a significant improvment over the old algorithm.
4. When texturing your model you should not hesitate to use texture sizes larger than 4096. Of course it depends a lot on your further use but I frequently use textures sizes from 8192 to 16384 px and sometimes even more. Performance-wise it is better to have one larger texture than multiple smaller ones (e.g. one 8192 x 8192px texture equals four 4096 x 4096px textures).
Good luck!
*Sorry, bad advice on my behalf.