I didn’t want to make you uncomfortable or critisize you, I hope you didn’t feel offended, ‘cause that’s not my intention at all :)
Sadly, the skin parts need to be on fixed areas of the map - in the case of your pretty top whith the bare neck area,this of course poses a problem, since the top is rather on the long side.
I actually had success on creating new space on a map in blender - I deleted one arm, mirrored it and thus created another arm that was mapped exactly on top of the other. That way, I had one arm’s space for moar textures! Both arms look fine in-game, only in CAS there is a weird shininess on the arm.
Due to other people who might read this, here’s more general information on the mapping of EA clothes.
Normally, patterns only stretch/distort if their uvmap doesn’t match the actual vertices. That doesn’t have anything to do with the actual size of the mapped area, as long as the proportions of the mapped pieces are intact. For clothes, even EA stretches their patterns to a box-shape (best seen on flary skirts, their texture get bigger the more flary it gets, which is in fact not desirable but due to the limited space on the texture, EA chose this way to unify their uvmaps and to make it easier to apply textures, such as seams at the edges.
Sometimes, a compromise between boxy mapping and normal, true-to-shape mapping can be achieved (usually with scaling down the uvmap part, though).
In TSR Workshop, adjusting the tiling of the patterns helps to compensate a small texture map. Smaller mapping has its drawbacks though, of course: The textures do not appear as crisp and clear. I guess it’s also personal preference - rather having distorted or blurry textures and trying to make the best of it somehow is what we all hope to achieve :)
Anyway, I love mapping with Blender - it has so much more flexibility than Milkshape and lets you do all kinds of cool things so you don’t necessarily have to settle for the least damaging method. Blender can be intimidating at first, but it is so worth it! :)