Well, i have to admit I don't know much about how the shine or other fancy maps are working ingame, but when I want to have as much detail (sharpness) on a modell by using as less textures as possible, I try to make the model as symetrical as possible. So every part that can be mirrored, can use up more texturespace and is therefore sharper textured than a complete object, that needs to be UV'ed in the entire texture file. But as I said, I don't know if that breaks shinemapping, like tilling is doing (that is being told to me).
Not to mention, it saves you quite some time UV-Mapping when you do that mirror part