That can be fixed within the existing system by just being a bit more specific.
This was just an example and as you can see, even for `fixing` that you need development effort.
If you have "too many premade scenes on hand" you aren't going to need randomly generated ones though
Even with 20 scenes, it will be dull and boring. As Akka stated, this is not a matter of how many maps you have. It will always give you the same feeling as you are playing Custom Battle with campaign units. It's, in essence, exactly what it is.
Yes progress has been very slow but scrapping the existing scenes and redoing the terrain system is going to make it actually slower (as well as delaying the gameplay features everyone wants).
All that time spent by the coders when they could use the same amount of effort to make major strides in gameplay content which we have been severely lacking.
Based on this I'm seeing that you are not very familiar with Game Development or Software Engineering. To simply put;
Gameplay Developers =/= Engine Programmers
So things they do inside the RGL with terrain won't stop other developers making new gameplay features. If the engine team had a green light, they would create that procedural system and meanwhile, environment artists could fix duplicated cities and villages/castles. Anyway, no need to continue this discussion because Taleworlds didn't show any intention that they want to implement a procedural system.
For example, here is another
downgrade - from having fully integrated cities to old press f to teleport tavern type. I marked the start time
They explained this by claiming that it will reduce the loading times. Although I don't think that's the main reason. Because when you are entering the city, you are already loading too many objects and NPC's. Adding a few thousands of more polygons shouldn't double the time. Why I'm giving this example? Because this is also one of those point of no return moments. Even if you solve your loading issues now, you already have a lot of cities designed in old-skyrim way and to switch back this type of more immersive city will take extra time. That's exactly the point I want Taleworlds to avoid going into about terrains before it's too late. If I wanted to fight on a static ground with campaign units, I would open Custom Battle and play.