I never really compressed my textures in my engine because I didn't have gigantic levels / a full game worth of texture content. If I let my GPU or GIMP create DXT textures, they come out about the same which look terrible.
I was digging up really old threads about DXT and realized that certain tools are actually way better than others. GIMP vs Nvidia Texture Tools is such a drastic difference. I noticed that the nvidia tools have a -fast compression option as well which is pretty bad but still not as bad as gimp.
So what gives? We have 4x4 blocks being compressed. Of those 16 pixels you select a high and low and interpolate everything in between. My guess then is they must be determining actual contrast/averages to throw out some outliers and have a better high and low value for the 16 pixel block? Maybe this contrast check is happening per r,g,b channel?
*Edit: I just tried the "use dithering option" in GIMP which produced results much closer to the nvidia tool, but still not as good.
Nvidia tool being used:
https://code.google.com/archive/p/nvidia-texture-tools/downloads