Andross, it's hard to really say which way always works best. I think that each situation often requires slightly a different approach. For the schoolhouse I am combining UV layouts on a number of objects. In total, there are 10 separate UV layouts/materials (though I"ll probably split up a few of them by material to customize later). For example, the chairs, tables, and things on the tables are all sharing one UV map.
Currently nothing you see here is tiled, it's all just straight texture map. All the grunge and cracks I'm putting in are being done in a giant photoshop file I have for each of the 10 layouts. For smaller objects like a chair or a desk, you rarely need the amount of resolution that could come from tiling, and since it's easier to avoid repetition by just manually creating the entire texture in photoshop I like to start there. If after creating my texture, and testing it on the model I find that the texture doesn't hold up then I might consider alternatives such as tiling, or adjust my UV layout to get more space.
For the walls, they are not getting enough resolution from the texture, so I'll be working on a way to up that, probably through tiling. I haven't done it yet,but my plan is to make a base white paint texture that I tile, and then through the material in unreal, I can overlay or multiply grunge and cracks at either a different tiling rate, or not tiled at all. This will hopefully break up the texture enough to avoid things look repetitive.
Hope that helps
