That’s certainly one way.
The other is to have proper models.
If you made the panels in a DCC you need to scale all the UVs to the same texel density for lightmaps anyway - so using the lightmap UV channel for texturing would result in the same material texel density across the board - ideally.
This really goes back to proper asset creation and workflow…
Not that world aligned textures isnt a valid stop gap to the problem.