+ 1. Planning is very important. I'm working on a tileset for FO3, and I've spent as much time crunching numbers as I have modeling.
Blender has a really powerful UV mapper, so there are always going to be several ways to go about doing something. The best thing you can do is spend a whole day learning how to drag and pin verts, how the different types of unwrapping work, etc. I guarantee it will save you hours of tedium down the road.
Being creative about solving texture mapping problems is also important. I created a http://www.truancyfactory.com/images/misc/devTexture.png to make setting UV coordinates easier for my tiles. It has a scale conversion of 256 game units = 1024 pixels (the size of the texture) with a refinement down to 2 gu. Makes it easy to line up textures exactly in Blender using UVs -> Snap to Pixels. Then I can just export to nif and switch the textures in NifSkope. Might seem crazy, but so far it's the easiest way I've found to make textures that tile properly across multiple tiles.
Of course, there's probably an easier way to do it in Blender, but I'm still learning how to use it myself.