Unfortunately I'm going to have to disagree with the desire for procedural generation in this instance. Procedural generation just doesn't work for a believable city, if you want to move beyond placeholder, generic buildings like 'gas-station', 'sports goods store' and 'house'. You can get away with it in more abstract representations, like Cataclysm does, but I think it could be damaging to immersion in the pseudo-realistic isometric display we have here, if you get e.g. Baptist Church 1, Sports good store with a red sign, and then Baptist Church 1 all in a row (which is the real issue that they are trying to stay away from - the more specific graphics are actually a hindrance in allowing this sort of thing).
Better to have a lovingly crafted map in the first place, and we shouldn't ignore the end-game vision of Project Zomboid where the world is fixed, but LARGE (i.e. too large for you to see all parts of the map every playthrough).
Nevertheless the engine is moving slightly away from the current 'fixed' world in that the map is going to consist of 'Lots', which are essentially gaps provided in a large template master-map, to be filled in by seperate sub-map files defined elsewhere. The vanilla version will still (as far as I can tell) be completely fixed in it's architecture between plays, but it opens up the possibility for modders to generate pseudo-random maps at each new playthrough.