It's my understanding that you want to limit the amount of texture sets for models in a game development pipeline. For this example you used four texture sets (Accessories, Barrels, Tires, Truck).
Shouldn't you try to merge all of these objects to a single UV layout? Or did you keep them separate because you can re-use the tires (and other pieces) on other vehicles in the game, and thus don't want those pieces married to a specific truck body because you'd actually have to call more textures in engine over the long run?
I'm a noob and I'm struggling to find the balance. Any best practices or words of wisdom are appreciated.