This is a good question. My answer to you is based on what I understand of how q3map2 deals with t-junctions. (If my examples aren’t right, someone correct me!)
First off, you should read this thread, and notice the diagrams:
http://www.splashdamage.com/forums/viewtopic.php?t=1303
In the examples you have provided, the case where you made no splits in the brush would give you the lowest triangle count. In the other examples, you have actually made more work for yourself, the compiler, and the game engine. Take a look at what q3map2 would do in each of your cases:



So the lowest triangle count you could get in those cases would be 9, and that’s without any work. However, if you understand what the compiler is doing, you can make intelligent cuts into the brush to reduce the triangle count.

With the following cuts, the triangle count would be 7. If you do this over the course of an entire map, it starts to add up. There is no magical formula for making the cuts though. You have to analyze each situation, and decide how to best optimize it. If that sounds like too much work, then I suggest you just leave it as one brush, and let q3map2 do it’s job.