This might be a Blender question, but I’m wondering what the best practice is to avoid these long diagonal seams on flat geometry that often results from carving more complex shapes into environment geometry.
If your models do not have custom ligtmaping UVs, you need to enable Generate Lightmaping UVs in the model import settings.
If you are just starting with lightmapping in Unity, I suggest you take a look at these tutorials.
Unity triples the mesh when importing and the way this huge ngons is, there will be very thin and long triagles, which will cause issues. Try adding some more geometry to it.
Or try to triple it in blender and then tweak the edges until they make sense?
There’s no easy solution I think, but I think this is the actual problem.
After you’ve done that, either generate your own UVs or use Unity to generate the UVs, both solutions should work (although generating UVs on your own is always better).