Greetings to all.
In the process of unwrapping and texturing ships for the Renegade Legion Mod, I have run into a brick wall. Not literally, of course. That would be silly. I meant it metaphorically.
I have decided to consult the Modding and Coding Deities of HLP, in the hope that I might regain my sanity.
Consider, dear readers, the following, crudely UVmapped, box-like thing:

It has been mirrored-X and its mirrored side UV map has been offset 1 square UV map 'area' to avoid the auto-merging PCS2 issue that leads to nasty seam effects. Areas have been marked green and red, so that the relation between 3d view and UV map view is clear.
This 'box' has been exported as .dae, imported into PCS2 without a hiccup and exported as .pof.
As a height map, I have created a light gray/black grid, that, when converted with the Photoshop NVIDIA plugin gives me a DXT5-nm file that simulates a 'checkerboard' of raised panels. See below:

"There's nothing wrong with that!" you might say.
There is.
If I turn the model just a bit, this happens:

And then, this:

In the immortal words of Mr. Spock:

Of course, I'm sure it makes logical sense. Somehow. Somewhere along the route, I have screwed up royally, but I'm not sure where.
Thus, I would like your opinions on the matter.
What am I doing wrong? How can I mirror a ship while getting rid of this nasty lighting effect? Give me RULES give me a GUIDELINE give me something in the line of "This appears only if you [insert case here]", so I can tailor my UVmapping to address the problem.
For all it's worth, I have a Geforce GTX 260M, running the latest drivers and I'm running my mod on the latest Nightly, with these flags:
-spec -glow -env -mipmap -nomotiondebris -noscalevid -missile_lighting -normal -3dshockwave -post_process -img2dds -no_vsync -cache_bitmaps -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash -snd_preload -output_scripting -ambient_factor 100 -no_emissive_light -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1 -bloom_intensity 150
Thank you for your time.