Oh just recalled another one.
The origin of the map will cut vvis along the major teal axis lines. So I tend to build my maps in one of the quadrants, generally the top right one (when looking in the top view).
The dark red lines on the Hammer grid are also places where VBSP will chop up your map. It's unavoidable without hacking VBSP so it may as well be safely ignored. It's doing us a favour, really, but I think it is probably more useful in HL2 single player maps where there are more large open environments.
Sometimes these 512 chop lines seem to cause messy visleaves. Other times they actually seem to do a great job of stopping them reaching other visleaves. If you find the portals that VBSP has created for you a bit excessive, you can attempt to clean them up by containing them within a set of 512x512x512 hint-textured cubes that share edges with the red and green lines. Sometimes this will help! Though it won't lead to any render performance gain so it's probably not worth the effort. But I find it interesting so I thought I'd show you some example images from when I experimented with them in a Deathrun easter egg area!
This is an extreme example but it demonstrates what I mean very well :-D
Without:
With (the hint grid was disabled in this image to make the portals easier to see):
A pointless thing to do, really, but an interesting observation. The edges of these hint cubes match up exactly with the red and green grid lines, but they affect the portals.