You’re right, I misread the word intersecting. Although I apologise for misinterpreting your post - where the hell did it come from? We were talking about light leaking and overdraw, no-one mention intersecting brushes - which you should really avoid doing if possible. And intersecting brushes don’t create overdraw, they create zebra-ing - a nasty problem that no maop should ever suffer from - there really is no excuse dammit! back of the class and face the corner!! 
PSIonic:
Is that the only light source in the area? Are you forgetting about skylights? That light simply cannot be causing a light leak there because the face that has the leak is facing away from the light source.
And in the corner at the join you have a small mess of multiple brushes - is this for a texturing reason (eg the small brush is a wooden post or other peice of decoration)? If not, then you have misunderstood mitering. Mitering does not hjave to exist at 45 degree angles. It can exist at any angle just as long as you make sure the two ends of the walls are pressed against each other.
- Does the caulk texture block light?
- Does making a func_group and setting the lightmap resolution like ydnar suggested in that other topic increase the size of the .bsp file or does it simply take longer to run q3map2 -light on the map?
1 - no. If you need that feature, search the q3map forum, someone once posted a shader that nakes an invisible shadow brush (useful for entities and the like)
2 - yes and yes. Bigger and longer. No harmful injections. No visits to the doctor. No payments down! 
The main reason I didn’t suggest a lightmapscale group immediately is twofold - first for large walls like that a small lightscale resolution does make a lot more BSP size and compile time when you don’t need to. Second, if you have only one or two lightmapscale altered groups, then it becomes easy to spot them in game because the shadows are much finer compared to the rest of the level, and people may wonder why the whole level doesn’t have high detail shadows. Lightmapscale is a great trick if you use it well, but it’s one of those things where you should try it and see if it suits the problem first. Also, you have to be careful to make sure all the same alignment walls are in the group so one wall doesn’t suddenly go from fine to coarse shadows (very ugly effect).
Also, you may want to try simply grouping the two sections into seperate groups (one group for each wall) - apparently - although I have never tried this myself - q3map will look at groups differently during lighting and sometimes you can get rid of light leaks simply by using groups without any lightmapscale keys.