Your comments

Well, that particular error was telling you that there was not enough space to create your map the way you wanted; you could have made the map larger (Map Width / Map Length), or maybe reducing the number of rooms and/or the size of the rooms themselves would help. The missing floor indicates that the generation process was stopped abruptly by an error.

There are no really "best practices" or particular settings, it really depends on the type of dungeon you're after; for starters, you may want to give a look at the different example scenes (and maps) included with the package, just to get the grasps
of the generation parameters.
Looks like the map is too small (as stated in the debug message); try with a slightly larger map size or decrease the number of rooms.
Default prefabs may not have colliders; please check it out, add them if needed or wait for the next update (we'll fix this). Thank you for your feedback!
Did you add colliders to your prefabs? Also, make sure that the player is instanced ABOVE the floor, or it will fall through.
Nope, not at this stage.
Yep, just keep track of your Seed; using same parameters + same seed will generate the same dungeon every time.
We have an internal roadmap, yes. But due to its unpredictable nature, we preferred not to make it public. As of now, updates are coming about every 2 months, except for major bug fixes which are being processed immediately as they come out. We'd like to concentrate more on the development of new features of Daedalus, but unfortunately (as you said) we have other projects going on.

Just to keep you up to date, our roadmap includes new algorithms for the generation and a brand new editor GUI. Please feel free to suggest any new feature or idea, we'll see what we can do.