Thanks for the ideas. I can't promise anything but I might look at some of the simpler ones at least.
One problem is that we are running out of space on the quest selection screen

I suppose having multiple tabs might be the answer (quest objectives, dungeon settings, etc...)
Regarding 4, and checking whether keys are generated behind locked doors: In fact this is a problem even if there are lockpicks, because you could have a dungeon where all keys
and lockpicks are generated behind locked doors.
Checking for this is more difficult than you might think. There are quite a few possibilities. For example if key 1 is behind locked door 1 then this is a "bad" case. But if key 1 is behind locked door 2 then this is a "good" case (assuming either key 2 or the lockpicks are available somewhere in the dungeon). If key 2 is behind locked door 1, and key 1 is behind locked door 2, then it's "bad" again. And so on. When you add switch-controlled doors to the mix then things get even more complicated.
At the moment, during dungeon generation, I do some basic checks for these kinds of situations, but I cannot trap every possibility. So a "bad" dungeon might still be generated (although it should be fairly rare). To solve this, if the knights haven't found the lockpicks within a few minutes I start randomly dropping extra lockpicks into the dungeon. (The original Knights did this as well.) This should (eventually) allow the knights to get through any locked doors.
Anyway most of this would be exactly the same if you had a "no lockpicks" option. I suppose the only change would be to randomly drop extra keys, instead of extra lockpicks, after a time.