Okay, It seems that the (float dep : TEXCOORD2;) in the hull shader input struct was the problem. Probably because the shader unit deals with float4 registers, the two float3 variables could not have been joined, but the float2 and the float was joined to a float4 register. It is the same with two float2's, but a float2 and a float3 can not be joined, and will not overlap. So I guess I'll be sending the depth (float dep) information with the (float2 tex) in a float3 variable.
It is interesting, though that it works for someone. And that in my domain-to pixel shader does not overlap registers in such a way.
UPDATE: It does not work, the error went away, I can compile the shader, but if I try to use that variable by assigning to it from the input struct then the whole graphics rendering just stops to work (even the untessellated calls). This happens on a HARDWARE device, on WARP it works somehow.
UPDATE2: Now I fixed it, by sending just float4s, but I do not like that one bit. It is very strange that I do not have to do that in my vertex and pixel shaders, maybe it is a glitch? Or could be a GPU hardware uncompatibility (Nvidia GT525M).