Covering all spaces in texture Or efficient draw call?

This is merely about trading off and decision topic.
I created several textures containing several animations like walk, attack, dead, wakeup, etc. for characters. The sprites need to be covered in multiple textures. So there’s some animation that span across two textures as there’s usually a case when you have some portion of space left in the texture to fill out.

My question is do you prefer to use all the space in a texture Or left it alone and start a new texture with new set of animation in order to make efficient draw call as each set of animation will be fit in one 1 texture not across 2.