Whilst these are some very cool results, I would say that you should consider a bit more carefully how they would be applied in a game. In particular a game map should avoid having dead ends - dead ends are boring to explore, and result in a lot of backtracking which is tedious for the player. They also make life difficult if you get stuck. Loops are much more interesting for tactical play and simply enjoyable dungeon exploring.
Also maps should have full connectivity, and that connectivity should always be 4-way only. Diagonal links can be annoying for those playing on a laptop, whilst also looking bad in FOV and resulting in dangerous situations where you can't see a space till you move right next to it.
I'd also suggest have more feature based generators - instead of the same random forest, have some forced circular clearings and interesting copses here and there. This is more like a real forest, and prevents the whole area from feeling very samey between replays. Random content has the challenge of being containing as interesting scenarios as designed content, and not just through 1 in 100 chances.
Good to see work in FreePascal by the way. I look forward to seeing more work put into this