Like he said though, this is nothing new (no offense intended). Diablo and Diablo II used random level generation in a much less complicated and less ... intense ... fashion to great success.
I would like to point out that the results, while indeed fantastic based on your video, lack a couple of things. One has already been posted (london syndrome, small cities absorbed by larger ones) and lastly and (I believe) most importantly: landmarks.
Where are the stadiums? the lone "tallest" skyscraper? The parks? I realize that oftentimes these are the bits that are handpicked for location... but given all you've done, it seems the next obvious step, even before street-level detail. What about taking into account what's "off" the map: a major highway route would have more along it than other parts of the city.
Like I said, while it all looks fantastic, it seems to lack that last bit of variety, that human touch that I'm sure you could put in. What about the slums? Chinatown? Waterfront property: harbors, docks... Industrial complexes, surrounded by mostly roads and terrible, small housing. These are the bits that strike me as most important. Navigating a city such as the one generated in the video would be nigh on impossible except by street name. A true city would be one where when you woke up on a bench not knowing where you were, you could tell what part of the city you were in.
Again, I want to stress how fantastic I think all this work you're doing is. It needs to be done. And while there needs be a small level of art involved - it's hardly reasonable to expect your generator to design and choose different types of windows, doors, roof coverings and flower baskets on porches - I'm a firm believer that the future of gaming is in this type of work, where every time you play, it's a different world. Infinite replayability.
Kudos to you and your team, I eagerly await Multiwinia
PS: Sorry about the overly huge avatar. Working on fixing it >.<