A polished mesh is a happy mesh.
I have gone through all of my wall objects and removed their texture glitchyness.
It’s a subtle difference but a step up in quality I feel.
It was a matter of simplifying the topology of the wall meshes to lower poly-count wire frames, and generating a projected UV map for them.
I used the ‘decimate’ modifier in Blender along with the ‘Remove Doubles’ command to simplify the geometry of the wall objects, and the ‘Smart UV Unwrap’ function (at default values) to match the textures.