Iām glad about youāre working on Uvs issue, because, in addition with Spotlight, this means youāre developing seriously a texture painting tools package (please, donāt forget layers tool!).
But personally, I am not agree with this traditional way of make the Uv map.
I think the ideal way is every polygon has its own real surface on the map, in proportion with the other polys of the mesh, of course. This would implies detach all polygons in the Uv map, and make fit the poligons how better can be, but we need too leave space for repeat the pixels at poligon borders along the normal of every border for avoid to see texture seams. The problem increases when you see that you need maintain the angles between neighbours polygons to match the exact number of pixels and they fit perfectly on the model.
Yes, sounds more complex that it should, but its the correct.
The disadvantages are two. The number of Uvs increases, who knows if excesivesly for videogames, and well, the space distribution between two polygons.