Some suggestions:
1) Kitchen. Increases nutrition/happiness for food eaten, allows crafting of food (i.e. vegetable -> fine meal)
2) Does clothing/armor mean anything? Let's have some visible stats, please.
3) Every weapon does the same base damage. Seems like the altar would be a good place to level that up.
4) Ability to remove rooms entirely.
5) Dungeon expansion as a servant task rather than a money sink. Y'know, like Dungeon Keeper does?
6) Trap variety. One that only does mind damage. One that causes fear. One that increases lust somehow. Maybe even a non-letheal pit trap that gives a chance to auto-capture.
7) More than one type of adventurer. Examples:
7a) Rogue. Fewer hitpoints (5 per level) but has a chance (10% per level) to evade traps.
7b) Wizard. Fewer hitpoints (5 per level) but has x2 normal Mind stat for spell casting.
7c) Cleric. Average hitpoints (10 per level) but doesn't spent mind to cast healing/
7d) Warrior. Extra hitpoints (15 per level) and has proficency in whatever weapon they spawn with. Also better armor for when that means something tangible.
7e) Monk. Splits the difference between rogue and warrior. Average hitpoints (10 per level) and has a chance (5% per level) to evade traps.