Unwanted UV Vertices EDIT: Here is the link to my .blend file~



I'm new to the blender software specifically. An issue I'm having with Blender that I have never experienced with other software is the inability to remove unwanted vertices from my UV texture map.

Because the texture on my mug model is going to be a flat band of pattern and color, I want to line my vertices up in my uv map so there are no distortions in the pattern. However, whenever I weld two corresponding vertices in my map, this happens:



I noticed there is a sort of stack of faces and vertices in this one little spot. I can't delete it to remove it from my uv, so I tried just grabbing it and moving it off the uv area, but that doesn't help me when it comes to welding and tidying up my map. This little stack is made up of all of the faces I don't want to put my image texture on, so it's causing a bit of a roadblock for me.

I tried searching for a solution but I am not too good at describing this problem in search engines and generic searches didn't seem to hold any answers.  Any help is greatly appreciated!
To get even texture pattern I think the seams on the mug indeed should be re-arranged.

That "vertice" in the original UV map actually represents all the inner faces of the mug together with mug's handle. That's why the model should be unwrapped and so the seams can be put in this way:

 

In this example the seams are placed on:


The outer mesh handle's loopcut; it starts on the bottom of it outside and ends on the bottom inside.
The inner mesh handle's loopcut.
The loopcut opposite the mug' handle.
The very top loopcut of the mesh (inner one, so as not to be seen from the outside).


After some UV map tweaking (scaling loopcuts so the shape to be more quad-like and without distortions) and arranging islands, it can look like this:



Note: if texture on the bottom of the mesh will be seen somehow, then topology there should be rebuilt.

Thus the texture on your mug will be placed in this way:



Blend file