Well, I guess there are various ways to deal with UV seams. One way I try and use is to place seams in places where a seam is expected in the object. Trying to paint them out directly on the texture can work to some degree but it's not a great way. Some software can allow you to paint on the model so that is helpful to go and get rid of seams. But then of course it means more software. And then of course some methods of render to texture can help out there even just using the low poly mesh without any high poly to render from.
The most hassle free for me is to use render to texture when you have those seams that you just can't put any other place. And you always get those. But the fact is that using render to texture doesn't matter then where you have seams, it will work fine. It's much easier to make the texture look seamless inside Max using some multilayer materials and then render those out to one texture, than sitting and painting stuff out after the fact. But then I don't like painting textures to begin with so it's a preference there for me and not a "rule" really.
The other thing I liked about using render to texture is the fact that you can pelt map stuff with less hassle about painting on those maps afterward. They may have some stretches some places and stuff like that, that would affect the texture if it's just mapped on directly. Having this kind of texture that is basically complete, or very near complete it can be enhanced very easily then on top of that. And I even will render out various mapping on one model and then layer them in on already rendered textures, just to build it up in a faster way without having to remake the high poly stuff or whatever. I mean, it's about what is fastest when it comes to that. Works really great when you want to use some procedurally generated stuff. It comes out 100% seamless.
I like to use procedurals for mixing and blending things and then that will be seamless. It's also great for painting masks inside the vertex channel and then render them out seamlessly.
I think though as with most 3D stuff, it's a matter of preference, a matter of choosing a method with the level of control you need and so on. I don't like to texture stuff so I find shortcuts where I can just to get out of it..