Mapping is one of the reasons why you should strive to create a clean mesh. I don't know how some guys do it but some people start modeling using Editable Meshes and they cut and refine dealing with the chaos of triangles that show up afterwords ... I have seen some really nasty modeling work from very good looking models .. yes!! models that look great in flight simulator but when you look at the mesh work you say to yourself, "what in the H happened here?!" I know this because I worked for several development teams and nope, I wont say which of those had the nasty models ... I would say that these developers were only interested in "the end result" rather than being organized with the mesh itself.
Yes the simplest form is planar mapping but one shouldn't get too overwhelmed with the details, it's really not that hard.
By the way the green edge you see on the UVW Map means that is the right side of the texture, so it should always be facing to the right, DON'T FORGET THIS!!
Also, all mapping should be square or your textures will be compressed along the axis which is out of proportion (unless your textures happen to be of the same dimensions BUT FS likes only SQUARE textures), trust me you don't want that.
By the way, lionheart .... are you the "Lionhearts Creations" guy with all those great looking add-ons in flightsim.com?
It is an honor to have finally met you if it is you, I download so many of those lionheart creations

I have the autograph
book ready, lol.
The most efficient mapping method is multi-material mapping using IDs you should also strive to use as little files as possible, too many files cause performance issues and you also want to use every space on that texture as well, empty spaces = a texture that is using memory that will never be touched (avoid this)
I use the .MD3 exporter from the Temptest game pack to save a copy of the UVW map as a texture file, this is more accurate and you can keep adding to your texture until you have taken up all the real estate.