The UV coordinates along the edges need to vary uniformly for this to be seamless. When done at the same level of subdivision there are some pretty reliable invariance guarantees. However, this rarely happens when the two edges are sub-divided at different rates.
Technically what you have is known as a T-Junction. It occurs because two surfaces that are supposed to share an edge actually diverge slightly. The insertion of a new displaced vertex creates two primitives, neither of which share an edge with the one primitive belonging to the adjacent patch.
You need to make the outer tessellation level identical for patches that share edges*:
*As shown in this diagram from GPU Gems 2