Most indies pay close attention to the level design, even if leaning on procedural generation to get part of the way there. I am part of a 2-person team building an indie racing/puzzle game. I am the "tools" guy and my teammate is the "level design" guy, and I provide the building blocks and the generative machinery, and he massages them into an intentional and balanced experience.
Procedural level generation is only viable in production for games if a professional level designer can step in and tweak it.