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You should have at least one light probe covering any space that might contain a dynamic object (e.g. anywhere you're allowing a man-hack to go, etc).
I find t's best to cover most of the map with some low density probes first (maybe even just a single extremely low-density probe, aka low "resolution"), then add default density probes to each area as desired. (You can also use "env_combined_light_probe_volume" at this stage, since this also adds cube-mapping and has similar placement and workflow)
And In case you're wondering:
Light probes are really just a way of telling the compiler what density to "voxelize" the world...(this affects baked fog, and the the accuracy of dynamically-lit objects as they move throughout a baked scene)...and...as far as I know, higher resolution probes always have precedence...meaning: every region of space is voxelized only once, and always to the highest density that was called for in that particular space.
Edit:
It's also worth noting that the compiler is excellent at ignoring space that shouldn't be voxelized, so in some cases its easier to place some default res areas that cover a very large area in additional to your catch-all.
(this is usually "good enough"...Just don't waste higher density in open air as at best that's wasted compile time).