I suppose you're definetly right about client data... Well, currently afaik there is more than one server out there, so those could probably be used together on making the grid bigger and bigger.
As regards monsters, I think you should keep in mind we don't need new monsters on every map.. As long as the tileset fits, we can have similar, different strength monsters. It's ever natural to find scorpions occuring in deserts, having one than more desert area is not bad either... for example down south from the mines on current maps.
Also, if the developers find
my suggestions about monster level interesting, we would have variety not only by different shapes and kinds of monsters, but by their skill/rank(whatever) as well.
As regards purely automated creation, creating an engine behind it doesn't necesarily have to force the usage of it just for purely automated tasks.
Creating vast amounts of space imo gives the MMORPG a nice feel. It makes the player indeed feel like he's inside a world, not a few locations bumped together.
The engine could be used by map/area developers to generate some mid-area, between basic places such as towns/areas of interest.
This would make the work smoother, more standards compliant (since everyone could/should be encouraged to use the generator once it's in place), hence also giveth the game more of a unified feel.
Even for towns/areas of interest, it too could be used for example to make exits/"warp zones" join in with surrounding maps more easily, and/or for making a base to put roads buildings and what not.
Something like a 'scenario creation mode', think Transport Tycoon here or Warcraft Map Editor, would be the first step to achieve I reckon.
If not placed on the server side, that would make it not necesarily top priority, but I suppose it certainly could make it easier/quicker to develop more standard-compliant and unified maps so it's still reasonably important.
Shall we move this thread's topic to discussing what these standards would/should be then? I propose so, keeping an under topic of the thread at if it's really even a good idea to make this happen.
I'll search the wiki for the world concept info, I suppose at some point a brainstorm should be held regarding this subject.
Finally, another thing just occured to me regarding maps - a world map. By that, I mean say putting a caravan in the desert and allowing the player to make a journey to adjacent, but far away for standard movement, lands.
Supposedly, mountains in the north, oceans in the south, that kind of stuff... Is there some planet/general concept to gnaw at? I'm sorry if I ask a lot of seemingly obvious questions, I'm just quite new to getting real with tmw, I played before, it is only recently that I've acctually had ideas about improving it

I'll be looking at the wiki as we speak.
I think (offtopicaly) having development for basic tilesets for different areas (rocky/mountainous in, say, north, ocean/mediterranean area, so forth) would be a good start too. We wouldn't have to have strange areas joined together then - the first area where the player begins his journey would be the sandy surroundings of the main town/spawn point, then as the game progresses the player could pay a caravan to travel to mountains with completely different colours and feel to it, so forth. That's the kind of feel I had playing for example Flashback back when I was a child and entering a new area/arena was a whole different experience, graphically and not only. It built up a feel of realism.