What game are you mapping for? Lightmap mergable may or may not work depending on the game that you are mapping for. It was really only designed to work with ET with support for larger lightmap texture dimensions. Most other games don’t support it.
Don’t use q3map_textureSize. It was designed for RTCW on consoles only, not for PC.
Don’t use lightmapSampleOffset unless you are getting ugly lightmap splotches on terrain. It’s more or less a last resort when filtering and other tricks don’t work.
q3map_nonPlanar doesn’t enable phong shading per se, though it’s generally used on terrain. q3map_shadeAngle enables phong shading. shadeAngle was designed to work for lightmaps.
A q3map_lightmapSampleSize of 256 is relatively large. The default value is 16. If you’re not noticing smoothing effects, it could very well be that you’re not noticing the change with such a low resolution lightmap.