Why not just weld all the geometry elements together at the seams in Maya? That wont harm the UV shells, and assuming the shell borders are the same as the geometry borders you could simply export from zbrush based on uv-polgroups to get the original breaks if need be.
The only time I've seen UVs like that and thought "awesome", is on those guilty gear models where they use squareish block palettes of flat colors with black borders, then overlap seams on the straight borders to make vector drawn ink effects where they want