For one, I think thats a contradiction in design. Procedurally generated dungeons are usually pretty tedious, and then you want to take out the "tedium of towns" by reducing it to a menu? To me it sounds like a recipe for boredom and unfun. Additionally I think its questionable why you want to give yourself as less design work as possible (even though thats all you can do), while outsourcing all the design work to the programmer through incredibly complicated custom systems, that serve no purpose beyond making up for your own inadequacy. Explain to me again where this team is going to come from?
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with" -Gutts