The rotated UVs don't cause distortion, they're all handled in vector math. They can cause pixel bleed, but it's only an issue at lower resolutions. If that example was actually 4x8 pixels you can see where the two shells share the same pixel. Personally, I think that it's best practice to straighten uv shells when…
I have a small hard surface set piece that I modeled the high poly for and am now UVing the low poly for baking. Normally I would try to lay out Uvs for an object like this with the least amount of distortion as possible. I have for instance this cylindrical piece. The top flat circular part I simply did a planar map in…