Im not an expert in VIS things… (nor am i an expert in anything about mapping :P) But i have experienced that it’s not true to say “I can’t see room Y standing outside of room X, so if i stand outside of room X, room Y is not drawn…”
the fact is that maybe YOU cannot see room Y from where your standing, but room X CAN see room Y…
I think, if you can draw a straight “line of sight” from room X to room Y without hitting any structural brushes, room X can see room Y , and thus if you can see room X, the game also draws room Y, because you can potentially see room Y, even if you can’t see it from where your standing at that time…
But yeah… probably you know all this 
Or maybe you just forgot to do a VIS compile ^^
Some pics to illustrate this, even if you do know it… cuold be handy for others 
Pic1:
Standing outside, looking into a room.
From where im standing (floating, spectator :P) you cannot see any other ‘outside areas’ then the one im in…:

But what happens if i physically go inside the room i was just looking at:
You CAN see another ‘outside area’.

Because the room im in can ‘see’ this area, you could also potentially see it when you see this room, so the game draws the other ‘outside area’, while this is not really necessary (since there is no way for you to see this other outside area without actually getting in the room)
You should try to use HINT brushes, or design your hallways so that one outside area can never see another outside area… (shape them like a Z for example)
EDIT:
Completely offtopic, but i just noticed this while looking at my screenshots…
Why is my game blurring all textures that are a fixed distance away from me? :S
Look at the first screenshot, left side of the bunker im looking at…
If i move away slightly, even more of it is blurred… if i move closer it dissapears (the blurring, not the texture :P)