Got some prettier screens up of my second go at this. Much happier with the results. I even fixed how I was doing random numbers so I can finally use seeds to regenerate a map.
Tunnels make more sense; any tunnel that branches or extends and can't bloom any rooms is discarded. It's hard to tell but there is actually a main tunnel that branches periodically. Also tweaked how I am doing wall shaping, I am trying to avoid having too many plain square rooms so I run the terrain at the rooms borders through a set of rules that determine if they should be a wall or floor. It's also all setup so that post generation I can easily place mobs/items in certain areas like off the main tunnel, at the end/beginning, end of a branch etc.
Next I'm going to try to make extended/branched tunnels intelligently stretch out and connect to other hallways while growing. Right now they simply avoid running parallel to each other w/padding and it works but I want more :).
Pics in OP.