Mitered is nice for simple boxes like that. However, if you start making complex shapes, it becomes a pain to get all your various edges to line up. Even more so if you try to miter the roof and floor as well. This becomes even more of a pain if you try to adjust it later. Also, in actual practice you rarely want walls that are just a single texture on the inside and outside. You want trim, and support structures and paintings on the walls. If you try to use single brushes for both the interior and exterior walls, adding some little decoration to one means you have to rebuild the other, often resulting in unneeded triangles, or accept a lot of overdraw and z-fighting. If you try to also use the same brushes for structure, you get an overly complex .bsp and long vis times too.
For this sort of thing, I find it easier to use indivudual brushes for exterior detail, interior detail, and structure. You don’t have to wory about mitering, and if you want to add some trim or something to the inside, you don’t have to worry about adjusting the outside, or hurting your triangle count. You can build the building entirely out of detail, and then use huge sheets of caulk to seal it up.
First screenshot has nothing filtered:

You can see the details on the outside of the building, as well as the big sheet of caulk that makes up the structural wall.
Here is the stucture:

Dead simple. That gives super quick compile times and reduces vis data, despite the amount of detail.
Here is the detail:

Notice that there is still some caulk showing. That is the back of the detail from the inside of the building, and the key to why this actually makes contrstruction simpler, even though it uses more brushes.
Here is the inside:

I’ve selected some of the outside detail brushes so you can see why having the inside and outside be made of different brushes is a good thing.
Now think about if I had tried to make that same wall with conventional textured structure, and both sides of the brushes textured where possible. Either my brushwork would be hugely complex, or there would be z-fighting and overdraw. In any case, there would be pointless BSP splits. Also, If I wanted to adjust the details on the outside, I’d have to pay attention to how it affected the details on the inside.
The thing to keep in mind is that brushes are cheap especially if they share planes.
While this looks messy and complicated, in practice, it makes adjusting the interior or exterior of a building very simple. It also makes you memorize the filter keys :D.
One final word of caution. If you don’t understand why this is good, don’t try to do it. You can make a huge mess of your map, and not get any benefit. You can also make excellent maps with conventional construction.
The canonical description of this method is found here:
http://www.csis.gvsu.edu/~bickelj/quakin/Welcome.html