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In FPS/platformer "roguelikes", you just don't get the same result as with the traditional games they are ultimately emulating. There is too much demand for good enemy AI, enemy variation, good music, good animations, outstanding artwork etc. What makes traditional roguelikes great is the nearly infinite possibilities and unending combinations of interesting things one can do in various ways/environments (and devs can make this happen with 90% code, rather than art/assets). The creators tend to sell modern roguelites for $15-25. In my opinion these games could use 2-5x the amount of actual content in the games (in every way, levels, enemies, complex AI, animations, art etc) and fully command the $50+ pricetag. Perhaps developers believe there is no market for a $50 2D game? I think steam would devour an endlessly deep, laboriously crafted randomly generated platformer.
I did cover it, they should increase the prices of these games and add much more content (longevity) on par with their traditional roguelike forefathers. If you don't agree, that's fine, eat some chocolate.
I might be imagining things but it sounds like you are praising 20XX/30XX, which is pretty close to what you are describing. And regarding level design for exploration focused games, platforming or not, I generally agree on premade, finely tailored levels yielding better results than procedural. For action focused games, though, like 20xx, Dead Cells, Risk of Rain, I think procedural is just fine.
It really boils down on whether it wants to be an action platformer or a full exploration rogue-lite.