I talked about this in the comments in Darren's post, but let me do this again.
Everyone who plays your game is going to be at a different level of understanding. There is no way to keep every level of your game interesting to even the most veteran of players (this is just an unfortunate fact of turn-based games (games that have no skill element)), so allowing them to autoexplore to the interesting bits helps them enjoy the game more. In Epilogue, I use autoexplore a lot on the first 3 levels, because I am pretty confident that I can survive any unfortunate situation it throws me into, but I never
ever autoexplore on the levels after that because the game is just too difficult to allow automatic movement to be strategically viable.
Then there are people who just can't make it past the first 3 levels, even taking everything seriously.
Of course, if your game is just plain
bad, autoexplore indeed just covers up the problems of boring dungeons and lack of content.
So basically, what I'm saying is that there is a subjective element here. Autoexplore does reduce the tedium for players that need that reduction. I don't see any downside to that. It doesn't mean that the underlying game is tedious for everyone (unless we're talking about Angband
), just for someone at some level, which is unavoidable.
What you are coming to realize, like I realized a long time ago, is just that most roguelikes are made by very poor designers xD