Currently I handle it by not doing UDIMs, but instead doing texture sets for different parts of a model where the seams can be hidden. Takes a little more planning and won't work in every situation. For me, the biggest issue has been doing large scale landscapes where I need to do a zoom in from far away and end up close to the model, or doing even small objects that I want to zoom in super close to the details.
I recently did an Aladdin's lamp where the surface had all these sculpted details. I did those details with displacement and normals in Substance Painter. I quickly realized I needed more resolution and multiple textures with cross texture painting would have been ideal.
It turned out ok, but really could have used about 3 or 4 times the number of pixels in those textures, and I didn't want any seams running through the details.