Ok, I warned you I did not have much idea about UV map
For example, avoiding overlapping UVs would be good. Or at least some way that Blender can detect overlaped UVs and you can easy select them from UV editor:
What interests me is that this kind of meshes obtained from dyntopo for example, you can get better results when Texture painting, without so many imperfections when you paint. On occasions you do not want to use the model obtained from dyntopo for animation and not want retopo, simply you want to paint smoothly. I have tried very many configurations with Smart UV project in such meshes and always get problems when texture painting.
Anyway I just wanted to know if your project would bring some improvements to these “bad” topologies obtained with dyntopo, I do not attempt to do a “feature request” on your project.
Good luck with the project and you have fun!