For DX9 I would go with standard PSSM. For DX11 and more powerful GPUs I would try to use EVSM with SDSM. Of course for local lights (spotlights etc.) use a single cascade.
SDSM - ("Sample Distribution Shadow Maps") is an interesting PSSM extension, which provides optimal shadow map frustum.
EVSM (Chen, Tatarchuk - "Lighting Research at Bungie", SIGGRAPH09). It combines ESM and VSM in order to fix light bleeding issues.