I do get what you are saying. However, with truly random generation you would get a map that is pretty much the same randomness everywhere you look. You could end up with an interesting juxtaposition here and there, but the overall map would generally feel quite homogeneous. Such a map becomes boring quite quickly as there is no driving reason to explore further out.
Think about how the current system of town generation uses districts. It is less random, but more interesting to have residential areas, commercial, and industrial. Another layer to this is with the town size, as bigger towns or cities potentially have access to more and bigger POI's. Another logical layer then might be for Biomes to also have some POI differences.
Ideally, a change to random gen wouldn't lock POI's to certain Biomes, but rather have weighted tendencies to where they might be found. A different approach to this might be for higher tiered Biomes with a greater chance of larger cities containing more POI's.
If done well, adding logic to randomness can go a long way to help hold a player's interest rather than losing it.
I agree, I don't want to be forced into the Biomes, but I do want maps that draw me into them.
(Sorry, this kind of became a rant...)
Towns are already larger in higher biomes, which means you get higher tier POI more often in higher biomes. If you are looking for higher tier POI, you are already going to visit the other biomes.
RWG is unfortunately pretty basic for terrain, so you are right that random doesn't give you much variety for RWG terrain.
However, you don't improve the randomness by removing randomness. And randomness isn't the same thing as being dull and boring if you have decent options for the randomness. On the other hand, seeing the same POI in every map for every town in a specific biome because you are heavily weighting the POI by tier in each biome, then that lack of randomness will greatly increased the still and boring feel of the game as you see the same thing every game.
Also, going to other biomes doesn't automatically make the game more interesting or fun or any less dull or boring. On the current game, other biomes are not much more than skins. Even in 2.0, they still aren't much more than skins. Yes, you will have certain enemies limited by biome except if they are past of a POI. And you will have different biome hazards until you get the protection, and perhaps different weather. But all of that is just skins. There isn't any reason to go to other biomes or explore the map in this game. And changing what POI are in each biome doesn't help that in any way.
Forcing people to go to other biomes also doesn't improve it. If they want people to go to other biomes, it should be done through incentives rather than punishments. Right now, there is one incentive... you can get better equipment sooner. But that is really the only thing and doesn't promote exploration as you can just hit the edge of another biome to get that bonus. Punishments include loot caps that are coming in 2.0 and POI tiers being heavily weighted to each biome so you have less variety in a given biome. Not only that, but they are making going into new biomes punishing as well... you have to jump through hoops to not die in a biome, for example. With the way it stands now and how it will change in 2.0 if you don't disable things, I have no reason to go into other biomes food much of any reason. Why would I jump through hoops or deal with hazards or weather that disrupts my gameplay?
Instead of punishments, focusing on incentives is better. Adding hidden stuff that you can find that can include some of the best equipment so that you have a reason to explore, having different loot in different POI so you have a reason to go to other POI, having scenic terrain features that can appear so you have a reason to explore, and so on. The problem is that this game uses random maps. Generated maps are notorious for being generic, no matter how much you do with them. They don't compare to have crafted maps. So devs that use generated maps really need to focus on ways to get players interested in exploring without doing it through punishments. Some games just have you needing to progress in order to move the story along or fight better enemies. But this game doesn't offer that, and I doubt it will when we finally get a story.
In the end, we get what we get, and the game is a good game overall. But it does lack any reason to explore and the changes aren't going to improve that even though they are supposed to get players to progress through the biomes. At least I can make maps without RWG and have them look much better.