I like a couple of those suggestions, to simply either pre-roll or come up with an approximate average speed that's a bit slower...
As to the story about the person doing spelunkering in caves, yes, I've done a bit of that, and these are very important things that maybe should be in the rules, but FWIW, the underground complex itself as actually anchored around a straight running rough-hewn corridor, 10' x 10' x 10', which runs into a variety of caves along the way, several quite massive, in a generally-speaking straight direction. Every few miles or so the party will encounter a chasm wherein the ancient dwarves that built this 72 mile underground highway dumped all the debris from the area, now all tidily filled in. I was considering having some of these filled in chasms swarming with some sort of evil monster or other.
There's also side passages here and there, but mainly its this straight line passage starting (from the party's POV) at the bottom of what was formerly the lair of a high level gnome illusionist, but to them it was the dungeon where they fought kobolds, goblins and the likes as 1st lvl characters. Every major intersection of this highway has a longish semi rambling announcement hewn in ancient dwarvish runes, i.e. you are now only 55 miles from the gates of the Realm of the Dwarf Kings, etc.
As to whether I was wanting to punish the party, or whatever, nah, I just wanted something that seemed reasonable. Basically, if the party can manage to travel at least ten miles per day, they should be able to reach the gates of the former Dwarvish kingdom on the day the exiled dwarves and men assault the keep from the outside, while the high level allies keep the BBEGs distracted at the fortress back door.