Maybe an alternative route... bake lighting into vertex color. This would avoid bleeding, but would increase vertex count on lighting seams. Or perhaps check out https://www.scriptspot.com/3ds-max/scripts/polyunwrapper I know the developer is very responsive to requests/feedback.
In the end concept wasn't as useful as I thought since even surfaces with same direction can and often will be shaded differently - shadows from other objects or pitch black on intersections. Also baker plays a bigger role in this - some will render neat lightmaps with less or no leaks while others end up very messy. Yet…
My problem is lightmaps are bleeding a lot because final lightmap atlas usually ends up at 1px/m density. Increasing padding does nothing at that point since it's barely makes and difference and if I pump it enough to actually spread UV shells apart, it will make each isle even smaller, sometimes below one pixel. Can't…