As already said in the first answer, baking is a process to save time but it comes at the cost of memory usage and storage. I wouldn't worry about your repeating texture not very much. It's more important to do other optimizations for game engines like removing everything that is not visible like skin under the cloth, faces inside the house or at the backside of walls, reusing texture space for mirrored parts/objects & repeating parts, using channel-packed textures, etc.
In games texturing and UV unwrapping is all about efficiency.
In games, texture baking is a common standard but there are also seamless textures used. Have a look at this more complex shader example for UE4. It's a skin shader with baked maps and with seamless pores textures because (quote) "Adding the Pores as separate tillable textures makes them stand out better but also makes adjusting them is much easier." => Unreal Engine 4: Creating human skin
For the UV maps, you want to use as much space as possible on the image. This is done by deleting all faces that are inside of the model that you won't see and all repeating parts. Also, the symmetry of the model is used to save texture space. Image sizes should be 2 power of x (256, 512, 1024, 2048, ...). Have a look here at Royal Skies' series here: https://www.youtube.com/watch?v=MZkC1XMDtDY&list=PLZpDYt0cyiuuwWbyUAWSllrhtZ9KfU3B_ - especially Blender 2.8 : The 3 Rules of Japanese UV Map Preparation
Textures usually have some redundancy because they come in different resolutions to support different hardware (hi-res for powerful PC hardware, low-res for mobile devices). Also, there are the same textures for different levels of details (LOD) in the so-called Mipmaps.
To save disk space the images are often channel-packed textures. This means using different grayscale images in each channel of a texture: Red, Green, Blue, and optionally Alpha. For example, you save the baked ambient occlusion map, the roughness map, the metallic mask, and the emission mask in the RGBA channels of just one image. The mipmaps also are packed on one single image as you can see in the linked examples.
What else is noteworthy and helpful is that Grant Abbitt has a series where you can watch him work at game assets for a mobile game: https://www.youtube.com/watch?v=TxOmflsO04A&list=PLn3ukorJv4vu4aF4bbDA9GeX_puW7sKdE