That's good to hear. I tried to fix the bug you reported earlier, even though I was not able to reproduce it, and I was wondering if you would experience it again even after my fixes. As for the loading, I mentioned that in my devlog, instead of trying to make every generation work, and allocating more memory, now when the given "problem seed" would take too long, you can just try a different seed instead of increasing the generation time. In theory it should decrease dungeon generation time for "good seeds", and make sure the game doesn't break for lower spec machines.
I expect dungeon generation to get better with more rooms I add in future.