This has the same problem as your other pack and I'm sorry to say, that this one looks even more bizarre.
So I'm gonna repeat what I said before: Look, there is no point in marrying two things that don't want to be married. Blood Elf Lieutenant texture was never made to be wrapped on buildings, so actual bitmap has no right to feature content that resembles building parts. There are no windows, no bricks, no doors, no roofs and nothing that feels "building" there. It's armor texture and there is no way around to convince armor texture to work as a building texture.
Your way of thinking is pretty much "close enough". You make an assumption that a piece of armor may work as a door, because the shape is "moreless triangular". I tell you this:
It does not. And it won't look like a door no matter how much rewrapping you do. It does not carry appropiate visual language. Additionally content of the texture is scarce, because it was made for much smaller asset of much smaller geometry surface, so you reuse parts of it to cover much larger surfaces in improvised "tile" manner, but the result is noisy and does not form coherent and easily readable shapes.
I assume the whole point of this pack and the other is consistency with units. I tell you this:
It does not to be so maniacally consistent.
Look at Alliance buildings and units of WC3. They do use different and appropriate textures that are stylistically and thematically consistent, but units textures feature armor parts and swords, while building textures feature all the bricks, windows and roofs that buildings need to look truly building.
Drop the "close enough" mentallity completely. Look for alternate textures that will actually convey a visual language that you need to compile effective assets. For example, take
this [which is perfect for your purposes] and wrap onto your geometry to form coherend, easily readable shapes.