That's an interesting article. A few things spring to mind.
First, consider module B2 that has most of the monster lairs pretty small in that range, 5-7 rooms each or so (with guard/trqp entrance, main area, forgotten storeroom w/foreign critter, and boss-champions, often with secret exit at back to another zone). Also I immediately thought of module X1 with its stock 5-7 room cave systems.
Second, I've recently gotten nearly maniacal about applying the "7+/-2" rule, which says most people can conveniently juggle from 5 to 9 items at most in their short-term memory. I want no more than that many options in practically any aspect of my gaming anymore. So a short dungeon would keep every room memorable in that regard. (More at:
http://deltasdnd.blogspot.com/2007/04/magic-number-seven.html ).
Third, I might disagree with the author's first point that some truly dreadful opponent has to be in the initial guardian room (or else the dungeon would be pre-looted). I've recently been playing Diablo again on some breaks, and I realize the system does something really clever -- nearly every dungeon level setup starts with a nearly empty starting space, followed by a room with exactly
one guard monster (of the type common to the level, and easily beatable). That allows the player to be a bit surprised, beat the monster, and then regroup and think about the best way to attack the next one, or strategize against the most likely follow-up challenges using the same monster type.
I'd almost prefer that, mostly hand-waving that you're simply the first hero to think of adventuring here, and specifically starting off with a
weak entry chamber, so players can get their bearing to start with. It's absolutely not realistic in real life but I think I'm convinced it's the best way to shape the game (consider also something like module G1 where the entry guards are made sleeping off a drunk for just the same reason).