Two cents;
Auto-explore depends on the game it's in. Off the top of my head I know three games with auto-explore;
Forays into Norrendrin, Crawl and Brogue.
-For Crawl it works like a charm; levels are BIG, encounters happen at a medium (gut feeling estimate) pace, and the density of traps is LOW. In general traps are incredibly non-lethal, so if you auto-explore your face into one it's just about as big of a non-issue as is possible.
-Forays using auto-explore is fine too. After a bunch of plays you get the hang of the level generator; levels are usually quite samey, not necessarily a bad thing because it's the tactical encounters that are the meat and bones of the game. Levels are compact and encounters take your full attention. Auto-explore is used purely as a means to shorten time between encounters and to me that's absolutely fine.
Traps are generally medium-density outside of trap-vaults, and bumbling into one is a pretty serious problem.
-Brogue has its click-to-travel mechanic and usually comes with several places in a level that grant you panoramic view of the level; removing auto-explore is pointless since it serves the same function as click-to-travel with less hassle.
In a game like Angband, auto-explore would be a godsend. The levels are HUGE and boring as fuck, and any food clock problems can be solved with a trip back to the surface.
If you want to remove auto-explore from a game you need to remove the NEED for auto-explore.
The quote on Darren Grey brings up some strong points;
– Smaller levels, so there’s less backtracking
YES. I'm a big big fan of making roguelikes compact. Smaller levels, less floors to dive. Tightening the world-space like this forces you to make gameplay more interesting!
– More varied rooms, dungeon features, vaults
– More variety between levels so dungeons don’t feel samey or predictable
– Interesting rooms, full of traps or themed monsters or special floor tile effects, so every time you open a door there’s a wealth of possibilities lurking behind
Halls of Mist tries to do this, effectively moving away from its Angband origins. In general it's succesful.
I think it was NPPAngband which had markings on the walls that you could read for hints about the level you're currently on, that was very interesting as well.
Incursion did it masterfully;
Whether it was the cultivated mushroom farms where you could hide between the plants for a game of hide-and-stab with the enemy, the transparent ice mazes (see-through walls AND a chance to slip unless wearing boots of winter), the slime rooms (corrosion for everyone), the library (magical books so you can learn new spells, the place itself can be camped in to identify curses and try to lift them AND the alleys are trapped usually!), the kobold warrens (cramped, so you move slower. Also peppered with traps.), lake with island+treasure chest in the middle (easy for shapeshifting druids, everyone else better take off your armor and hope you don't fail your Swim skill check), graveyards (woe to those who knock over a tombstone) ETC ETC ETC.
Terrain in Incursion is just SO diverse and fun, each room type forces you to keep in mind your strengths and weaknesses.
And of course there's Brogue, with the pressure plates, key puzzles etc.
If you make your rooms non-boring because of the intrinsic features of the room there's no need for auto-explore.
– Effective food clock or similar “push” to make every turn matter
In general it's hard to strike a balance between "interesting food clock" and "I'm going to starve because this fucking game won't drop any food".
Auto-explore provides a psychological service first and foremost I think.
There's a gain in avoiding the annoying tap-tap-tap traveling where nothing happens. We're all simpletons. We want to be amused, and if you have to press your movement keys 400 times to traverse a level that's empty, it is a shame.
If there's a food clock involved, there should be a reason for the player to backtrack (and a reason completely unrelated to anything Angbandy, that game has a terrible grindcentric design).
And I don't believe upping monster spawns will help, since that would turn the game into a monster-meatgrinder, and that's a whole nother type of boring.
In conclusion, I agree that auto-explore is usually a symptom of bland level design, but it can also be a sign that the level design is not the primary focus of the game in question.
I feel for games that have a bigger level size than Nethack (or Forays or Brogue) that auto-explore can be a useful feature to have.