I've had a lot of rest and relaxation these past few days, so I didn't do anything to my program over the weekend.
This afternoon I've created 12 other procedural generation algorithms in addition to the one above, which produce a variety of different shaped dungeons.
One produces long snaking passages with a few small side shoots. (a derivative of depth first search) which is possibly my favourite algorithm of them all. Two algorithms produces simple patterns: spirals and zigzags. Some produce random dungeons with lines of symmetry, or different near the middle than they are near the edge. Some produce dungeons with greater connectivity than a tree.
This has become a bit of a digression, adding breadth to the project. I believe it will be all the better for it, and it'll all come together eventually.