I won’t be able to follow it completely, so I’ll ask here.
I don’t yet know how the system will be developed, but could the room generation system be adapted for a “Dungeon Keeper” or “Evil Genius” type game, where players build bases on a square-tile grid? Particularly in terms of setting up the grid and the class knowing how each tile should react to other adjacent tiles, such as detecting which form a single room and being able to draw rooms onto rock tiles. The rock is then replaced by the room and these tiles automatically create walls on the outer edges against the rock and archways when next to another room of a different type.