Caulk blocks light, so if these is slight precision loss, you will get artifacts on the walls (slotches, spotting, etc.) because mesh ends up slightly inside caulk wall. That's the experience I had with q3map2.
The way I make maps is blocking layout with brushes, using base texturing on them and adding decorative models if I need complexity.
Currently I have Doom 3 map exporter for Blender, which I would like to extend to use booleans, lights, and entities. This way level can be modeled in Blender, but exported as a map with brushes and models (can do it now, but it's not a one-click operation). Not sure if it worth turning Blender into fully featured level editor or if it's just better to use Radiant for texturing brushes, placing/linking entities, tweaking lights.