Well, I feel a noteworthy distinction is that regardless of the level of randomization, roguelikes and dungeon-crawlers are still different games. For example, Diablo is a highly randomized dungeon crawler, but that doesn't make it a rogue-like. So even as a fan of RL's, I feel fine agreeing with Hipshot in saying that when it comes to crawls, the fully scripted maps are almost always better. I would argue, though, that it would be a worthwhile challenge to see if you could maintain high-grade level design, while randomizing enough that the end product is not noticeably repetitive.
Would be a fun thing to try.