As people have said, none of these make any difference if you are only exploring the interior of the room. If you will be going outside then definitely use Fig 2, as not only does it reduce the number of faces visible, but those faces will also cut leaves. This diagram shows how your map will be divided:
As you can see, Fig 2 creates far fewer leaves (quicker for the engine to process in-game) and will also be quicker to compile. The only downside is that the required vertex manipulation can sometimes cost you more time than it will save. If these edges will only be touching the void or another wall there is absolutely no point spending time on making them all neat and tidy like this. You might as well stick with Fig 3 (I find that one easier to work with than Fig 1 but it's really down to personal preference).
EDIT:
zombie@computer wrote:it actually doesnt matter, but id pick #2 or #3 because they are easier to texture. Many people claim #1 is bad, but it isn't. vbsp is smart enough to cut and merge faces in such a way that #1 and #2 are equal ingame, as far as the sides of the brushes are concerned anyways.
I just re-read that after writing my post. I wasn't aware that VBSP merges faces, so maybe my advice wasn't entirely accurate...
