Something that kills me, is trying to deal with "corners" and "end caps", like trying to have things all connect or end neatly, without resulting double ups, or z-fighting.
You seem to have techniques that deal with these, as your resulting levels look really clean, without these issues.
Do you find you need to make special allowances for these sorts of things (like special pieces to cap things off in places?)
Like, having a "ledge cap" around the outside of each new level of the building at the bottom level of each floor. Or architraves around an inner or outer corner of a room.
I guess one can resolve z-fighting by using triplanar mapping, which can completely hide z-fighting even though it's technically happening. Do you rely on that to solve some of those challenges? :)