I remember reading an interview with one of the authors of Rogue where he said that one of the big motivations for them was designing a game that they could play. Most games at the time were interactive fiction, where if you know the solutions to all the puzzles, it's no fun.
No, I'm saying that's not the end of level design in the same way that using procedures in programming is not the end of game design. It just pushes the design to a higher level.