The fact remains, even with all the variables fine-tuned, that the bunker edges ALWAYS and UNIFORMLY apply to a bunker: They are of the same depth, slope and blend 360 degrees around a bunker.
One possible solution might be to clone the bunker mesh several times over, 3, 4, 10 times, for designers to get different types of bunkers with different lid depth and steepness, so that at least neighbouring bunkers can be made to look different. But even these would be limited because they would have the same lid depth, lid angle and blend width all around them.
A pot bunker that is cut out and vertically extruded from the terrain, with a steep face in front and a shallow end at the back, can not be designed with the tools included in CF. And that is that, period. There are ways to cheat a tiny bit, but the cheat, imo, makes things look worse than the honest admission that we can't do it properly.
I assure you that the devs are aware of this, and that Mike as a our designer-in-chief desperately wants to fix this. However, this long-lasting pot bunker tragedy is not an urgent priority for the game at all. Pot bunkers and some-such CF niceties are at the very back of a very long queue of desired improvements: Fundamentals first, basics later, cosmetics last.