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in the first place.
Secondly, the UV layout needs to be better. Of course this isn't really an issue if you use the above procedure.. in fact your UV's can be crap. But if you want to keep your quads you're going to have to get a better UV layout, which is what I did (I hate UV's, by the way :) ).
Here is my new UV layout:
http://imgur.com/a/dcDOQ
And here is the monitor with the tetures applied in Blender:
http://imgur.com/Y3ccjhf
There's no distortion.. at least none that I can see. And I was also able to subdivide the model with very little distortion. I did not use the triangulate method on this.
I hope this helps others. Any questions feel free to ask and I'll do the best I can to answer.
1) Add a simple plane to an empty Blender scene. It should be flat on the x/y plane.
2) Enter Edit mode.
3) Subdivide it once(normal subdivision on the whole plane, not a sub-d mod!).
4) Select the centre vert and no others.
5) Move this vert upwards(z axis) so it looks a bit like a pyramid.
Now if you rotate the view around the pyramid(looking from the side) you will see that two of the quads form a nice sloping pyramid to the corner.
You will see the other two quads don't, they slope down to the base at half this distance.
This is because a quad is really two tris without a defined edge to tell it which way to handle them, so Blender in this example cuts them all in the same direction(corner to corner).
As you can see this has a significant effect on the geometry of the mesh.
To prevent this you should try to keep each quad as flat as possible, all four corners on(or nearly on) a single two dimensional plane(relative to one another). This is why triangulation fixes issues like you have had, it tells Blender and other apps how each of the two tris that make up the quad should be defined and handled(when they are not very flat)...
Thanks Chappy! I know about non-planars, but even on flat surfaces - like that of the monitor - the different software will triangulate them differently. After all, there's two different ways to cut a 4 sided polygon :)