Well, i started Plan B then. And made a little freeware tool for just the sake of removing the halo effect around alphachanneled graphics, called Halo Remover. Additionally you can fill up the gaps between the UV patches at a texture with the right colours.
The project page for this tool can be found here. That`s where you can find the new versions in case there are some changings. Which is very likely. It`s still beta
http://reinerstileset.4players.de/haloremoverE.html"
What is the halo effect? It`s the halo that appears around the visible part of alpha channeled images. It is caused by Antialias for example. Then the visible background colour bleeds into the visible part. Or by mip mapping, when a game texture gets scaled smaller.
A classical example is a grass or twig texture. This example grass texture here is rendered with AA 2X and in front of a white background.

Let`s make a little meadow with this texture. Unprepared the result could look like this now. The grass is of course green as we can see in the shot above. But the white bleeds into the visible part. And so there is nearly no green colour left in our meadow.

Now let`s prepare the texture with my little tool. And the result looks much friendlier now. No matter how far i am away with the camera, the grass stays green:

