Best practices when dealing with Sublevels?

So I’m trying to start break up levels for collaboration with other teammates. The current process we have now is really basic. All of the meshes/nav/blueprints/lights all sit on the same base level under the Persistent Level. And we call this “Level001”. Then we do this repeatedly, “Level002” sits under the same Persistent Level, but it has it’s own lights/nav/meshes that pertain to that new area. These two areas are separate from each other; once you finish Level001, you go back to a “Hub Level” and then can load into whichever level from there.

But after glossing over the collaboration documentation I saw that using Always Streaming feature and dividing actors into separate levels avoids designers and artists stepping over each others work.

So now on to my question. What would be the best practice for handling multiple levels that are subdivided like this?
Would it be best to have each Level(Level001, Level002, etc…) as it’s own Persistent Level and then only use the sublevels for breaking up the actors, or is it more convenient to have multiple Levels under the same Persistent Level that each have their own sublevels of actors, and then they all sit next to each other, divided by a streaming volume? Does having all levels on one map impact performance at all?

I apologize if none of this makes sense. I’m just trying to wrap my head around all of this so workflows become more fluid when working in the editor.