That sounds workable... but another thing I'm considering in my project (which may work with your projects too), is a more pyramid-like-style configuration to room layouts; by offsetting the "rooms" in particular ways; and wrapping the sides of the screen (ala Pac-Man) to allow longer pathways to be created in less "virtual space."
See how these rooms all can interconnect, for example? Also bear in mind, that the entire maps wrap, not *just* the magenta-outlined rooms. This can make for both direct and detouring passageways, and all it takes is one consistent border running through each direction; you have a variable map space that can take a variety of shapes and distances from one another, and still be "neatly contained."
Here's another example of a wrapping map, only this time, the rooms/corridors and their contents can be mathmatically "stretched." The elements and triggers are mathmatically spaced more apart, and endpoints of things like moving platforms, climbable surfaces, pit distances, etc.; are calculated based on player abilities, give or take a margin of error.
Areas early on will have a very forgiving margin of error (6 half-tiles or so), allowing you to pretty much skip your way through it; but as you get further/deeper into the levels, between the stretching of obstacles and the margin of error shrinking, you would have to use (or in a Metvania case; gain) more skills, more tactfully to continue.
This is basically (more or less) how I plan to put barriers in the rooms, give or take a slight variation in the middle, depending on how rooms may be adjoined. In the more room-oriented parts of the game (such as the Adventure element), the barriers will be placed first and foremost, and then a variable number of each type will be removed. As rooms are stretched, the barriers themselves are too, they aren't just doubled in instances. The barriers that remain will then also have variables to determine if they do anything widgety (like conveyors, for example, or housing a staircase).
However, in the more open parts of the game like the more exploratory platformer parts, they will begin completely open, and only a limited number of them will added, instead.
Here's a simple idea of how the approaches can be combined, and the following is a bigger (arguably better) one:
I did include some spacey gridmarks in the second, so you can see that in spite of looking like a stack of Tetris block rooms, it still actually derives from the horizontal-offset pyramid structure. It's far more obvious in the first.
The first one, I posted to illustrate a map concept that is less gridlike, and yet still managable; where the second one takes the same two steps (and more space), and does them in the other order, to give you a totally different type of structure. The first corresponds more with my approach to outdoorsy and natural areas, wheras the second one would be more artificial places.