Building the tree of choice from the pieces available. Giving guides the tools to create complex dungeons from simple pieces. Allowing the Guide to work with the PC to form an interesting narrative.
The room as one sub-puzzle while trying to achieve your overall goal. This could be completely decided by the player, and then it is the Guide's job to get them there in three Dungeons. Perhaps it is simply an object that you have lost.
Context
What role does the room play in the overall dungeon? Why does it need to be in this dungeon, and not another one? Is it a multi-floor dungeon? Are there signs about a given room that allow it to be detected from another room?
Doors
Every room needs to connect to at least one other. These connections may be critical in affecting how characters and monsters navigate the dungeon, so on discovery some doors must connect. Perhaps these connect abnormally - for example via tunnels, which act as sub-rooms with low chance of encounters.
Potential or threat
Each room needs the capacity to change. Just because a player has discovered a room, doesn't mean it can't surprise them next time they pass through. Part of this will come from moving characters and monsters.
Puzzles
A puzzle which provides an important clue, shortcut or advantage. Puzzles usually involve some kind of mechanism, and are likely to involve other objects - whether standard equipment or things in the dungeon. E.g. something is locked, something is too high to reach.
Tools
Tools to solve puzzles, disarm or avoid traps, gain or create advantage, or overcome obstacles.
Treasure
Something advantageous. Could include tools.
Secrets
Some elements of the room should be hidden.
Traps
Traps are very important, but the danger level of the trap should be signposted.
Clues
Clues about traps, secrets, monster weaknesses and character vices, or about your overall goal.
Characters
All characters should have a vices.
Obstacles
These may be the things that hide other things, but also could prevent access to one or more doors. They may also affect whether players gain the edge in combat.
Monsters
All monsters should have weaknesses.
Decoys
Something that is compelling but only exists so the player can't assume a linear path.
Features
Something to make the room unique. Textures, lighting, sounds, smells. Perhaps something that might affect any conflict that might arise in that room. What is it that makes this room absolutely unique?