Currently experimenting with the procedural generation in the game Elfiings. For man-made objects, like the small house or tomb walls, the game adheres to more symmetrical designs. Obstacles like trees and water are placed more organically. Each discrete area also has something of interest. Of course, being a retro Roguelike game means it is very often combat or occasionally a shop.
Here's a talk @pyrofoux did for the Strange Loop conference - it is now available online.
It presents a theorem he discovered about procedural generators, and the insights it gives us about the challenges of designing PCG without ending up with a vast amount of noisy artefacts (oatmeal)