I've seen (and used) a variety of approaches for implementing ordinary L-shaped (90 degree) residential street corners, from a single junction or node at the exact intersection of the two perpendicular streets, up to 6 or 7 or even more nodes, usually to smooth out the geometry to follow the physical curvature of the actual corner.

What I've settled on myself is to use a three-node corner, with one node on each of the two streets located where the inner curb starts to curve, and with the third node (or junction, if the streets are not the same) located midway between them such that the angles between them are roughly the same (such that each segment is about 30 degrees offset from its neighbors). I think three-node corners are a reasonable trade-off between representing the actual street geometry in the Waze client app, and the client and server resources used for rendering streets and calculating routes, at least where the corners are not large sweeping curves with bigger radii.

Here's a concrete example (no pun intended) of what I tend to do nowadays:

https://www.waze.com/editor/?zoom=8&lat ... TTTTTTTTFT

Can you experts chime in on how you prefer to handle such corners? I'm still a relative newbie at editing maps, but trying to learn all of the best practices as I go...

Thanks in advance!