Great points all.
@Mordhau - I think you make an excellent point here and I think we could expand on it. Making maps with multiple paths or making linear maps, both are tools. There are times when either one makes a lot of sense. And both a linear section and a more "maze like" section have strengths and weaknesses. Linear is faster. There's no denying that. If you can only progress through A-B-C, there isn't a whole lot of time spent trying to determine the next path. But, that comes at the sacrifice of choice. Whereas a Jacquay style map has tons of choice, but, suffers from analysis paralysis sometimes, and, unless the players have some way of knowing (or at least thinking they know) the results of a particular choice, it's basically just random, which, well, isn't really much of a choice.
Not that either are bad or good. They are simply tools in the kit. A linear section makes for great "gauntlet" style scenarios. And, as you mention, chokepoints. A Jacquay'd section is fantastic for slowing things down, taking the pace down a notch, or, perhaps for increasing tension with the whole "jump scare" aspect of lots of blind corners and whatnot.
Additionally, on the point about maps - do not forget verticality. One thing that mega-dungeons often suffer from is a lack of up or down. Look at that first level of Ruins of the Undermountain - most of the encounters are on perfectly flat planes. DON'T DO THIS. Add stairs, ledges, drop a floor out, make an exit from a chamber fifteen feet up, if the monsters can climb, hang them from the walls and ceiling. Nothing gets boring faster than a dungeon that is all just perfectly flat rooms on the same plane.