For my part, when mapping, let's say a high def poly character, I assign different materials to main character parts : head, neck, torso, arms, and so on. After that, I treat separately each part, doing UVs and projecting as much as I need, in order to have the head in a whole UV space. For each part assigned with the same material, I place it and tweak UVs, so that it fills a different UV space. Then I do all my UV snapshots (moving UVs with the move component tool), and can after that easily adapt texture files size according to my expactations (camera close ups ...). For all the UVs, always try to have them fill as much as possible an UV space, as space not covered by UVs is as much pixels loaded in Maya for nothing (and RAM by the same way when rendering). So doing a correct mapping is a hard compromise to get, between cuttign UVs and preventing too much seams, and having them fill the UV space. One of the most important thing, also, is to keep all the UVs proportionnal in scale in the same UV space. Hope this helps.
Alban