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So basically I'm recommending that you revist your unwrap and maybe look up some unwrapping methods. Even tutorials from other programs apply, if they are giving you some kind of idea of WHERE you want your seams to be.
Notice how you have a whole bunch of tiles in your unwrap that are sharing the same color/texture, but each still have their own separate space on the texture map. That is using your space poorly, you could have overlapping uvs that are sharing the same color/texture on the same part of the texture map, which would let you free up space on your texture map for other details, or scaling the size of the uv up and adding more detail for a particular uv section.
Also, based on my (current) understanding of uvs and some other stuff, I'm also fairly certain that the way you've unwrapped this is also going to add a whole lot of vertices you don't technically need. That is if you are putting this in a game engine and/or working with some kind of polycount budget. At the video card/game engine level, a uv seam is seen with as much verts as the unwrapped uvs. So, for example, an 8 vert cube in Blender unwrapped in the typical T unwrap will actually be considered as having 14 vertices in a game engine or at the video card level.
If I were to have a seam on every edge of the basic cube, and unwrap each face as its own (as I think you've done), then technically speaking I believe that a game engine or video card will see that model as having 24 vertices instead of the 8 vertices that Blender says it has.
I am not having overlapping polygons as so far this is a basic colouration, I will be adding additional textures and details later on.The issue also applies to my larger faces, not just my small ones that are clustered together, so what could it be?
Edit: I played around with the bake margins, and this time it fixed almost all of the texture issues (I tried the exact same thing yesterday but nothing was changes...). The only ones left appear to be slightly warped faces that I can fix very easily (Although there is still the matter of the badly shaded faces, may just have to redo them)