I'll start by saying I love and appreciate that the map is both massive and crafted. I also appreciate that the map can fluidly change from comforting to unsettling. That unsettling sense of dread is more where my idea is targeted and I think it may be a way to make the Dreampools and/or other levels feel procedural while still being crafted.
My thought was that perhaps there could be some trigger that that replaces a passage way in a room with a false wall. This might (perhaps likely) be followed by opening a new passage to a previously inaccessible room or section of the map. But whenever this happens it would have to be when the passageway is not in the player's POV. As for the false wall's appearance, it could blend in naturally, OR... It could be replaced by a drawing of the door. I'm thinking exactly like the false triangle passageway from one of those "abandon mall"-like hubs. I can't grab a screenshot currently for reference but will add later if needed.
My reasoning would be that this would increase the feeling of randomness, disorientation, panic, etc... Feel more procedural, create a way of hiding easter eggs, but above all else... It would encourage exploration.
IOW, if certain areas of the map are inaccessible unless you do something like (hypothetical) enter a room, walk around a corner, then walk back to the entrance you came in from and... 'Hmmmm I though the doorway I came through was in the corner of this room... But the only one here is in the middle of this wall...' You go through it and immediately realize it's not the same room you came from.
This kind of feature could be ratcheted up if perhaps on rare occasions, for max effect, all entrance/exits to a room that you are in disappear... Temporarily of course. Maybe that idea is more of a cinematic moment... Maybe the floor opens up and drops the player into a new level.
At the risk of rambling, I'll stop there. Hopefully that fleshes my thoughts out.