Very cool, and I agree with the author big time on that there's no point in trying to emulate "realistic" designs when realistic designs consist of simple and straight hallways that easily take you where you want to go. And on that it's surprisingly difficult to find any sources on generating interesting roguelike levels when you want to cover the level in playable space (i.e. like aboveground construction usually) rather than construct dungeons.
I've been working on level generation myself. Slowly. Very slowly. There's all sorts of fun stuff I've played with that rarely seems to get used though. In many parts of my map generator I represent the level as a graph where the nodes are rooms, and where there is an edge between any pair of rooms that can be connected (the entire level is covered in rooms, so rooms that share at least one wall tile that's not a corner of one of them are connectable). This makes it really easy to play with the connection structure: You can make compounds with lots of internal doors but only a few external ones, you can ensure the level is connected by taking a spanning tree (or even a minimum spanning tree, allowing you to play with edge weights for control). Hell, I'll probably be able to export that graph from map generation and use it to speed up pathfinding too.