When trim has a visible modeled sewing indent then I cut it loose of the main fabric and set it off to the side. If its flat in, you can leave it all together to give the texturist more options. Either way, separate material zones are a good idea! And for sanity sake .. name them something obvious like 'Cloth' and 'Trim' or 'Leather' , 'Metal' and 'Fabric'. I can't tell you how much time texture artists spend playing "Name That Thing!" on uvmaps.
If you have to make shells that overlap PLEASE name them with a number of the map they go to, like they did on V4. So you have 1_cloth and 1_leather and then 2_leather and 2_Buttons so you know that these things go to this map and those go to the other. I just spent a good half hour puzzling out a really complicated jumpsuit map with a dozen materials overlapping and it could have been so much easier with numbering.
Oh and do leave the fabric/leather shells proportionate to each other. Nothing is more frustrating to find that the sleeves need the fabric 100% scale and the body needs it at 58.6%. Again this is something that is tough to match up across seams and hard to work around. This is a garment that will get solid colours just to make the texturist not pull out their hair.
UVlayout does let you straighten out one or both edges of and mesh item, which is lovely for things like cords and bootlace and also ruffle and lace edging. Most lace textures are straight, or a tiling snippet to make a long straight piece. So the closer the uvmap is to that, the easier it is for the artist to get a nice sharp lace texture onto it. If the ruffle UV is too wiggly, then you are kind of stuck making plain cloth ruffles or coarse netting and hoping nobody notices the texture stretching a lot.
As for uv seams .. I try to match the seams of actual fabric cloth patterns where I can. This leaves texture seams where we expect to find them on clothing. If you can't do that, then try to get the seam in a harder to see place like inner leg, bottom of arm or the back of the garment.
Napalm Arsenal - funny you should say that
LM