Your comments

I don't know of any workaround for the "Carve" option, but you could try using some other PF solution out there (I think AStar by Aron Granberg has a free version, too).
Well, that should NEVER happen. Are you sure you are not creating too many rooms (or rooms which are too big) for the map size? Try to increase the Map Width and Length parameters, or decrease rooms number and/or size.
You can use any size for the tiles, as long as they're all square. Just make sure that the first object in the hierarchy of the tile prefab has a MeshFilter, because Daedalus will use that to acquire the tile size.
There are two parameters, Map Width and Map Length, which set the dungeon size. If you need to have a bigger maps, you can change the MAX_SIZE value in the GeneratorBehaviour.cs script.

The parameter was renamed to "Passage Density %" (we are still updating the docs). Also, consider that the number of passages ("doors") depends on several things, such as the map size, the non-linearity %, etc. The generator will always try to ensure that the map is navigable (e.g., there's always a way to navigate the dungeon from start point to exit point). Try to play a little with the generation parameters until you reach the result you want.
Generation times are quite fast even on mobile.

Luciano
You can set up a floor tile prefab with a monster on it and use variation weights to decide how often it will be used in the rooms.

Luciano
If you mean the ability to have multi-floor dungeons, yes, it does. The new version that we are going to publish on the AssetStore in a few days has this feature.

If by 'height' you mean that a single room can have its own height, you have to wait for the next version. It's already in the works, but it's not ready yet.

- Luciano
If you mean a "flat" 2D top down, yes, you can just use the 2D generation which supports both native Unity 2D and 2DToolKit; if you mean 3D top down, off course you can. 
Please also notice that the "Open Dead End" modifier controls how much the path is going to loop.

A value of 0 will produce a single path, full of dead ends.

A value of 100 will produce a looping path, with no dead ends.

Refer to this image for an example:http://www.lucianoiurino.it/main/wp-content/uploads/2013/10/Daedalus_OpenDeadEnds.jpg


Michele