Congrats on creating the framework in Godot! I liked how you detailed your design approach in the jam page and it honestly sounds like you learned a lot from doing it. Creating a co-ordinate based array to represent a defined grid, and maintain randomness that is still navigable is a feat. You've integrated all the classic features: random seeds, the turn-based play, terminal output, the whole shebang. I can see the Dwarf Fortress thing going on as well.
For feedback - the next step is how to find ways to play around with the procgen and create paths or rooms that are varied and suggest architecture to explore. It looks like the early developers of Rogue style games faced a similar challenge as they probably used a similar technique, and got around this by creating long, snakey single-cell corridors between larger rooms to ensure the connectivity and procedural generation didn't mess around with one another. That said, your approach has one advantage - it feels more maze-like and maybe that's something you can use to the advantage of the design. Cool stuff!