Dungeons with more pathways are never used, check all the pre 50 dungeons, almost every one of them have extra corridors and pathways, i'd bet you most people probably only stood around and opened the door in Dzemael Darkhold that one time and never went into that first room again.
That is even with the incentive of getting extra EXP and useful equipment, if people don't want to side-track for exp and equipment, what could you possibly provide in a level capped dungeon to make someone want to spend extra time going down a different path. That is why if you follow through the dungeons you will notice progressively how the level 50 dungeons are tuned, the earlier ones have chests out of the way WP, AK, Pharos Sirius. The later ones the chests are on the main route and side routes are minimal simply because it was a waste of time since nobody ever went there.
On the point of open spaces, I am not sure how that is beneficial, unless it is used like some kind of gauntlet (AK Hard demon wall) or elevator style battle (T4) then it is just an open space with nothing in it, the biggest offender of this is Brayflox where there is that large open water area with roaming pugils and Aurum Vale in the first room the majority of people just strafe along the walls picking off the aggro until they get to the boss avoiding over 75% of that entire open space.
Randomised dungeons end up being either extremely simplistic or overly complex with glitches. Due to the design of randomised dungeons you need pieces that "fit" together to create a seamless environment or it would just look stupid, I would point towards Nyzul Isle in FFXI as a randomised dungeon creator, they all looked the same, just with walls in different places and no map it was a truly frustrating affair when you are at the mercy of the enemies spawned, the design of the place and finally any debuffs they would apply. A randomised dungeon in FFXIV would be ugly compared to the dungeons they currently produce and would likely frustrate players due to adding a RNG element into if they are likely to be able to complete that dungeon in a timely manner or even at all if the potential randomised combinations make progress impossible.