Here is some feedback I'm offering for keying maps, since we have an opportunity to make a real difference as the project continues.
I would like to see rooms and areas keyed with a focus on enduring features. When the key describes something going on RIGHT NOW that's only good once, and events elsewhere in the dungeon may make it irrelevant before anyone finds it.
Instead, I think it would really help me to have description of the room, then suggestions for stocking and treasure. The room is going to change a lot less than the critters in it. What are the odds that what's in the lowest levels is going to still be there, static, when you get all the way there?
I'd much rather see the areas further from the entrance be handled more with factions and random tables than having individual rooms stocked with things that are most likely not going to be there by the time you've adventured to that depth.
Tell me orcs patrol the area including (set of keyed rooms.) Don't tell me there are 5 patrolling orcs in room 6. Tell me the medusa's lair is in room 18 and she prowls her section. Don't tell me no matter when I show up, she'll be seated at her table reading a book. For that matter, I'd rather have a table to indicate the state of readiness and the morale of a group I can split between rooms, than have a room by room description I have to pull that information from.
I think in something of this scope, focusing on beefing up how random encounters are used will trump putting specific creatures in specific rooms doing specific things in the room key.
What do others think?