I think the procedural generation of the shapes and borders and names is really neat. That's pretty cool.
But, the one thing that procedural generation cannot really do, for me, is create a physically-accurate random world. Even with mapping scripts like Perfect World or Totestra in Civ games, the end result is still wonky.
If that algorithm would generate heat, moisture, wind, riverine, and tectonic patterns in a believable fashion; Then I'd be down for it. And, to me, that type of stuff is not trivial. Inhospitable areas should be terra incognita or impassable and there should be no cities there, etc. Areas with good agriculture potential should become population powerhouses, etc.
If you want a random map on a fantasy game - The geographical composition of the world should be a major actor. It decides the framework for where everyone lives and what they are capable of. It seems most mapping efforts use some kind of Perlin noise generation and then slap some stuff on it. It's not accurate enough for me, personally.