Based on the discussion in comments, I would say that the question you're asking is several steps removed from the question you should be asking at this stage of your project. The first and foremost question is, "What do I want my player experience of the dungeon to be like?" Do you want the player in near-constant combat, with a sense that they are never actually safe? Or Do you want them to have brief bursts of excitement and action with pauses for recovery in between in order to heighten the next encounter?
After you've ironed out the player experience you want, then you can start asking the next question: "How can I design a dungeon to support the player experience that I'm after?" But be careful here — dungeon design is much more than just the layout of the individual units. It also includes issues like encounter density (does every 'room' have something in it? Does every room have a monster in it? What about monsters roaming the corridors?), features (what is my 'special' room set? Should every level have one? What about entire special levels?), global geography (is there just one stairway up and one stairway down per level, or do levels have separate exits to the aforementioned special levels? What about exits that traverse multiple levels? What about traps that might drop the player several levels? Do I have secret doors? What about secret stairs?), and so on.
Once you understand what your dungeon is trying to provide from a game design perspective and how its structure supports that design, then you can start to worry about how your code works to build the sort of dungeon structure that you're after — but worrying about the code before you really have a good grasp on your design is putting the cart before the horse here.