That's a good start. I'm by no means a dedicated modeler or texturer, so I'm learning myself, especially in this app. What UVs will give is full surface coverage which wrap around edges, if you do it right. It will allow you to paint in specific weathering etc right into the corners where two surfaces connect for example, like the edge of your roof with the wall, and allow you to make unique textures per surface rather than relying on repetition from tiling. To do it really well is a tremendous skill in itself and commands a good wage if you're good.
Have a look at this gallery....
http://www.mapzoneeditor.com/?PAGE=GALLERY.RENDERSAspirational stuff eh? The great thing is that the basic program is free. It won't sort out UV's, but shows you what you can achieve with good mapping.
I'd be tempted to make dedicated displacement maps for your wood panels on your garage for example. You may want to start at dark grey for the bottom groove with a slight grad up to white on the raised top 4/5s of a horizontal panel, then apply a wood grain with multiply and subtle opacity as it's blending mode, so that the dark grain just cuts back into the white/greys. Then use that built image as a layer in a new image off set on itself to build up the wall as a whole bitmap..... and build from there. That's just the displacement map.
Using the same method in your diffuse map you'll be able to paint in subtle items like mildew/water stains, flaking paint etc..
Sorry if this sounds like sucking eggs, it really isn't meant to be. Just giving an honest opinion and any help I may be able to offer. Just as I would appreciate from others for me.
Cheers mate
Jon