I do not work with real time engines often, I don't have a lot of experience in that area. In general, if you want to use the asset in Unreal Engine ect, the UV layout definitely needs to be optimized far better.
About 50% of the available UV space is wasted in your layout. You want as little empty space as possible. You need a good UV unwrapper/packer like RizomUV to do this efficiently. Moving the UV islands around manually will not give you the best possible layout.
Also, you have a lot of elements/plates in your model that look similar. You do not need to texture each one of those separately. Instead, texture one single plate (or one version of each fundamentally different plate), then use small mapped planes (single polygons with separate UV layout, mapped with your alphas) to position the stamps on the plates you have duplicated in Unreal.
It does not make sense to put extremely high resolution textures on a large wall with barely any detail, just to have enough resolution for some small stamp you want to put into a corner. Use separate geometry for the stamps.