Global stitch is not really the solution to this issue(unfortunately). There are some really nice patch models of humans at www.zoorender.com Download them and look at the parts of the model that have similair intersections like the ones you are having a problem with. You'll notice that most all of the intersections between multiple surfaces are very orderly. The angles are evenly distributed around the center of the intersection like spokes in a wheel.
I know of no easy way to fix this other than alot of point tweaking.
Global stitch is mainly to maintain tangency when deforming your patch model. With a HI-Rez nurbs patch model you usually use lattices or low-res wrap deformers. Using this process prevents the seamms in the model from becoming apparent.
You can also convert those patches to polys if you wish. Simply convert each patch to have the same number of faces as it's adjoining surfaces (You really want to use Quad Faces and not Triangles). Then use the Combine function to place all the new poly meshes into one object and then use the Merge Edge Poly tool or Merge Multiple Edges to connect the faces along the seams between the meshes.
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