I'm not contending text-based adventuring nor am I suggesting that third-person is better, but that your methodology, from the mechanics you've described, is insufficient.
I'm not sure if you are referring to the cave exploration example of the world map exploration. Either way, I've abandoned the text-mode cave exploration example.
So- what narrative are you looking to develop? What narrative does playing your game facilitate? It's not a free-roam exploration game, because you have special exploration mechanics that narrate the exploration in a particular way. So- are these narratives connected in some way? Or is it just a continuous stream of novelties?
It is a free-roam map exploration game without the third-person view of it, however it does go with the mundane third-person exploration model when exploring sites of interests, with the exception of settlements which will bring its own interface model that basically consist on listing all persons, buildings and services available on that settlement, so you don't loose time searching for people or specific buildings, mainly if we are talking about a huge city.
Your mini-exploration game doesn't provide the player an opportunity to avoid dice-rolls. What you really have here is a system of Random Encounters. The player can't foresee what will happen when exploring before making the decision to explore, so she is typically obligated to always explore- otherwise she will be missing content and the reason to actually play the game.
The type of land tells already what is expected to find if you read the right books (which will add this information on the tile general info). It's not "just" a system of random encounters, many things will be taken into account, as weather, season, time of day as well as specific creatures or resources might be only found in that particular piece of land. You will actually have WAY better view of what to expect to find than traditional roguelike games when exploring a dungeon, in which you have no clue whatsoever of what lingers about there, like in ADOM and CRAWL.
A type of cave, dungeon, or settlement will also provide important information on what is expect to find there. This way you build strategies and prepare your men accordingly before entering such places. This means it is not simply a matter of relying on luck, hopping that the
Desert Dragon won't be found in the
Small forest CaveThis is another point of concern. What role does the player's character play in this world? Is she an already established hero or are we going to get a bildungsroman? If this game is primarily about fun simulated mechanics, it seems odd to emulate the simulated mechanics.
That's something I really hate about roguelikes. I mean, having to choose a role at the beginning of the adventure having no clue whatsoever of the impact such choice will have during its journey (this is my personal opinion). In my game you don't get to choose roles before your mom enters in labor. You develop the skills want as you grow up, there is no skill restriction whatsoever, though you won't be able to excel in every category, obviously.
You will not born as hero. You will be a common being. Your decisions and actions will be the one thing to dictate how much loved or hated you are among different civilizations. You can die as a criminal or a common mortal or die as a noble hero with a proper ceremony, having your own statue at the hall of the famous.
Don't generate meaningless areas?
If I don't generate meaningless areas there is no point adventuring yourself into far territory because everything around you will be too rewarding already. Of course this is all dependent on what you are trying to achieve. If meaningless areas do not take too much of your RL time I don't think this will be a problem, at least it won't for me.
I will skip now most of your sayings because it would take a great deal of time to explain them all, word by word.
The main problem here is that any option we are discussing can in fact work, it is not about having or not having meaningless areas, having or not having random encounters, having or not having third person exploration models, having or not having skills setting up what kinds of encounters the player is able to find (which actually won't work this way), having or not having to choose roles at the beginning of the adventure. Anything can function with the right parameters and balance. You are viewing these options based your own perspective while I'm viewing them with my own set of parameters in mind.
Then you have personal preferences. I prefer quick map exploration while others may not. I prefer not having cities being explored in third-person while others may. Some may prefer more text and less graphics and others may prefer more graphics to text. Some may prefer intense hack&slash while others might prefer exploration and survival. It is not about what is best but what do you prefer. I can't really state that a certain feature best fits the interest of all. It is not what I'm trying to do here. No matter how good features can be, some people will just hate it.
Some people love CRAWL while I personally can't stand it. It think of it as an INCREDIBLE repetitive and dull experience presenting no choices whatsoever besides either exploring the dungeon or leaving it; its combat is all about either you attack or you flee (mainly with mana-based roles). But you know why I mainly don't like it? Because I'm not into hack&slash anymore. So if I was to improve Crawl game, I would have a huge list of things to both remove and add. But I can't do this because the game has the purpose of being the hack&slash type.
What I'm really trying to do with my game is offering the player many choices and options and a game featuring a detailed, complex system, focused mainly in exploration and survival. You will be able to mine, skin, do pottery, build a music instrument, hunt and catch animals, learn how to build a house, build a ship, build your own tools, exploring the world, dig a tunnel, mine ore, mine gems, learn alchemy, do jewelry, create an armor from dozens of types of metals, create metal alloys, enchant your items, practice magic, explore caves, interact with NPCs, making new NPC friends, do quests, slay evil creatures, slay good creatures, put your items at sale, search for treasure, do bounty hunts, participate in a huge battle with thousands of troops, make love or murderer some one, visit a brothel, marry a NPC, purchase or create your own furniture, take a bath, recruit new members and gain their trust so you can become friends, butcher a corpse and have its internal organs used as trophies and ingredients, get a cold from cold weather, catch a disease, die from dehydration, perish from starvation, kill and eat your own party member, kidnap someone, The list goes on... and on... and then some...
And now you ask, why would I want to do pottery? Well, why not? If you have goods skills you can actually sell your pots for a good price. Why taking a bath? Well lets say your looks will have impact on NPCs. It really doesn't matter if I have a good explanation for all these options if you are just into hack&slash or if you prefer to play flight simulators. You may consider taking a bath something tedious and unimportant, which I fully understand but luckily, this option will be only checked during specific social events like going into a ball or into brothel, so it won't bother you during your regular expeditions and trading sessions. All comes down on how you do implement this features. Some features can actually be set to perform automatically so you don't loose focus or get consumed by tasks you may consider boring.
All I want is to provide the player with choices and new experience opportunities, something present in Skyrim (to some level) and something that most roguelikes lack (with the exception of DF and some other roguelikes). But implementing all this stuff in Skyrim would be very demanding as far resources are concerned, though "easy" (while being a slow task) to implement in a roguelike game because it does not focus on eye candy.
Only through a demo the project would be fully explained. And to make a demo showing what it can do, it means having most of its features implemented.
[EDIT]
I'm keeping a close eye in every single feature being implemented having the potential of becoming tedious or boring. I do hate tedious tasks! But I guess you know that by now