Static vs Skeletal mesh for lighting

Hello, I have heard that skeletal mesh’s do not need a separate uv set for light-mapping.
And light map uvs cannot have any overlapping or inverted faces.

If I am creating a spaceship that is MASSIVE!!! with over a dozen texture sets, would creating a single bone and skinning it look nicer in the game than using light map uvs, since I am sharing A LOT!!! of uvs, after its assembled, the light map uvs clusters would end up looking like a single vertex when you view the whole 1 to 1 uv grid level of zoom.

I dont think collision effects are even going to be needed.

Thanks.