Anybody who's concerned about the streaks of characters in the hidden areas should reread the OP's second post and keep in mind that this is an isolated case. It has absolutely nothing to do with the main RNG used by the game.
This second post is also related to decompiled/reverse-engineered closed source code. I know I haven't really brought this up when people have been modding and so on, and I've helped people with structure definitions and so on in the past, but at the same time, I don't want to have to engage in a defense or make apologies any time I code something. Sure, the code should be defensible, but that kind of scrutiny is aggravating and makes working on the game a miserable experience, in part because I am forced to deal with the snark and hyperbole that often accompanies these discussions.
Sean: Nothing to do with the RNG. It has to do with the corner selection, which isn't random for the world map, and there's a Req for it some place. I'd have added a random element already, but doing so might break some assumptions of other parts of the seamless map code, so I'm being cautious about it. It uses random corner selection at the next level down, and I don't remember off the top of my head what I was worried about on the world map when I set it up at first.
sphr: I've used a similar method for the seamless maps, and I did something like that for the pantheons to try to keep the current seeds working for at least another version, but I haven't set anything like that up for the basic steps of world generation. It would help a bit, but it's still not a guarantee because of rejections. If I change something that causes a rejection to go away at any of the steps, you can get an entirely different world than you got in a previous version, because it picks an earlier world. Similarly, if the world fails at one of the steps in the new version, then it'll have to roll up another one, regardless of how you set up your seeding.