Let's get past the technology for a moment and focus on game design. What makes good roguelike gameplay? These are all matters of opinion, so I expect that no consensus will emerge; but I want to have the discussion and see the opinions.
In some games items are relatively simple. Most items do what you expect they will and that's all they do. In other games, items are relatively complex. Their effects can usually be strengthened or weakened, and sometimes changed altogether, eg, by blessing, cursing, overcharging, corrupting, or reversing them. Many items can have interesting effects on the dungeon itself (eg, by breaking rocks, digging holes, freezing moats, triggering drawbridges, etc). Are simple items or complicated items better for gameplay?
In some games enemies are very predictable and have several highly exploitable behaviors like lining up in corridors, predictable chase paths, predictable behavior in chasing you around pillars, etc. They have known (or at least knowable) capabilities and are dangerous in known (or at least knowable) ways. Their speed is usually fixed in some very simple ratio to yours, so it's "countable" and you know exactly when they'll move. In other games, enemies are complicated and often unpredictable. Their capabilities can vary tremendously, and unpredictably, due to individual variation or just because they can pick up and use magic items from the dungeon floor. Different types of enemies exhibit different kinds of intelligence and, frequently, different motivations. A hungry panther who wants to eat you will behave in a very different way from a hostile wizard who wants to steal your amulet. And enemies can be peaceful or tame or hostile, and there are (sometimes) things you can do to pacify, tame, or enrage them. Some creatures can be beneficial to the player under some circumstances, usually involving some risk (such as foocubi and nurses in nethack, quest masters, and so on). Is it better for gameplay to have simple creatures, or complicated ones?
Some games have a simple interface. It may be as few as a dozen or so commands. There may be a single "use" key (assuming the items are also simple and have exactly one use). Other games have complex interfaces and allow most objects to be used for many different things. Such games may have literally hundreds of commands, organized in a hierarchy of menus where you go to an "inventory screen" for acess to "extended inventory commands" that didn't fit into the main menu. Most objects can be used as at least improvised weapons. The first way is easy to learn and the second way is more flexible. Which way is better for gameplay? Would the availability of really good in-game help change your opinion one way or the other? Would playing the game day-in, day-out, until you have the complicated command set committed to muscle memory make that game a "better" game than a simple game you'd played the same amount?
Some games have a very long equipment upgrade path. You will probably replace your entire kit at least a dozen times during the game. Other games have a short upgrade path where you can find good gear fairly early (less than 5 replacements) and then stick with it. Which way is better? Does it depend on the length of the game?
Some games have a short character power curve, where a "winning" character is likely to have less than 15 times the hitpoints/damage dealing capabilities of a starting character. Low-level characters have a chance, if they are sneaky cowards, of surviving surprisingly deep. Other games have a long character power curve, where a "winning" character is usually at least 100 and sometimes 1000 times as tough as a starting character. Low-level characters, regardless of sneakiness or cowardice, get killed fast if they get out of their depth. Which way is better? Does it depend on length of game? Does it depend on the length of the equipment upgrade path?