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Side view[i.imgur.com]
I've also included a shot of the shape key Blender's edit mode (In OP) to better illustrate what that shape key looks like.
If you have done that, then I guess it's just another of Blender Source Tools' corrective flex shading issues. That's an issue that comes and goes between random versions, sadly.
Edit: Oh, and if you have A_B_C, then A, B, C, A_B and A_B_C are applied, according to the VALVe Developer Wiki. I'm not quite sure if B_C and/or A_C are applied too, though...
Just so I'm clear on this, how would you ensure that the deformation from the referenced shapes (Smile and OpenMouth in your example) is subtracted from the corrective shape? Is it by making sure that 'Add' isn't ticked when you initially use the 'Blend From Shape' function, or am I misunderstanding?
As such, all those corrective shapes are stacking on top of each other.
I recommend going to Blender's Source Tools and clicking "Generate Shape Key Drivers".
This makes drivers for all existing corrective shapes so that Blender automatically applies them (in the same way as Source does), allowing you to better see how they combine.
Activate the desired shape key, then subtract all existing lesser corrective shapes. (You'll want it in Add mode, set to strength -1).
I wasn't fully cognizant of how the corrective shape keys function together (how they apply on top of eachother as more shape keys are activated) so I was a little more carefree in sculpting the corrective shapes than I should have been. I don't think it helped matters by me creating a corrective shape consisting of 5 mixed shape keys (a higher-order corrective shape, as Revzin calls it) , and then creating another two (lower-order) corrective shapes using that one as a base.
I've scrapped the larger corrective shape in question and am going to create the smaller corrective shapes and then build up from there (combinations of two shape keys first, then combos of three, then four, etc.).