Mesh triangulation how to manually fix?

As you can see here on the picture, the mesh triangulation is not logical nor clean, is there a way to manually (or automatically of course) fix this? Expected quads are shown with the red lines.

QuadrangulateMesh command might help here. But it almost never removes all triangles for me.

I suspect if you check closely with CurvatureGraph, the edges are curved so the mesh triangulates.

Well, that is strange since the object is build out of 4 curves with the same amount of points, that should mean they should never need to make extra points in between the the 4 rows of quads right?

Can you post the NURBS object you are meshing (the one in the image)?

–Mitch

Mm I think I figured it out, there is a bulge/curvature in the shape, but I find it strange that it does not show this meshing everywhere.

Sadly I can not share this current file.