So somehow, the model has either faulty texture coordinates or the texture doesn't fit the coordinates that are there...is there any call to shareCompiledData() or shareTextureData() in the context of these models?
You also might want to try compile(true, true, false, false, Config.glBatchSize) instead of compile(true, true, true, false, Config.glBatchSize). Display lists are an outdated concept and VBOs should be prefered. But because you are compiling to dynamic, it shouldn't matter anyway. What's with a simple compile(true);?
About the ground plane: It's either Config.glLightMul (set it to 1 and see if the uncompiled version changes) or the fact that the hybrid pipeline can handle overbright values where the hardware one can't due to hardware restrictions. This is no bug or anything that can be changed, so you have to tweak your plane's brightness to look good in compiled mode.