Hello, and welcome to the forums !
I have a question about this part :
The goal is to create a tight, streamlined dungeon crawling experience where the dungeon feels alive, eventful and rich in content.
I like this idea, but I wonder whether it's the best way to go about it.
I haven't tried your game yet, but I'll compare to one of the most known rogue-like : DCSS.
As you may know, in DCSS, the dungeon is made of branches with a theme, and inside a branch, most rooms are randomly generated, with some hand-made rooms that can be selected by the algorithm.
It makes most of the rooms boringly normal, but the whole series of levels has a theme, and the player known what to expect when taking stairs to change level.
Looking at the screenshots from your randomly created dungeon maps, it looks like your levels have a "base theme" that will be used for the corridors and some rooms, but some hand-crafted rooms from other themes will be used inside the same map. It can be cool from a mapping and looking around point of view, but if the player does not really know about it before entering the rooms, it may not be great from a "should I go there" point of view.
As far as I am concerned, the DCSS way of doing it, with thematic branches and choices between "which one should I go in first" means that the player has more agency, because they can decide the branch they visit first based on their build and their equipment.