I think something that could help with dead zones is seriously either like books or notices or something that one can find in places besides the dungeon. For example, the only place I know of with a good chance to find pally scrolls is like, the monastery for low level scrolls (I think) and I think Ghastria. I'm not saying anything major, but maybe a book directing people to places where other possible artifacts/scrolls could be found would be fun.
To reclarify, I guess I do really like the idea of finding pally stuff in specific areas, as at least to that, it makes sense. Not every rando cave would have a bless weapon scroll in it, and I am fine with that. But, for areas that do have specific loot tables (for example, wherever you can actually find gloves of the fallen paladin, because as far as I know I've very rarely seen them in general besides the ones I buy at low level) It might be a good idea to highlight that somehow. For example, giving flavor text that might talk about roguish stuff (say corpses with backstabs? idk) Or places that might have arcane loot specific might be good to add some like, magic gone wrong to it. (More or less, if it'd be too hard to try and make notices of dungeons players rarely go to, then perhaps more obvious loot/lore hints around the area/in the dungeon might be helpful to get people to go that way? Maybe an example, albeit not for loot, is that it's cool that spider cave up near Terg Exit has a corpse, it can make one wonder if someone might need help, or if there's possibly more people lost inside.)
I'm realizing now that I am not getting very specific, but like, I guess what I am saying is that a good way to give distinction to a dungeon is by the loot that's given. There's a reason that my pally, even though she's way too high level to go in, might offer to help a group wanting to that barovian monastery and pay for any scrolls they find.
I admit, random might be good in instances of places not distinctly themed, but also, its really fun to like, feel the lore even if you don't read per say, and loot can help with that sometimes. Perfidus, you feel the lore, that something's gone kind of wrong here, and this demon army in the waiting needs to be culled a bit and it makes sense to be random good stuff in there. In the barovian monastery however, you feel as a divine boyo that there's something wrong here, this place that was once holy, even if not to you per say, has now been sullied and cursed, and you can really get into the mindset of I need to cleanse this place to try to help fix what went wrong here, and the loot can help cement that this was once a holy place.
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Meanwhile, with the Cursts.. I don't really feel that. Maybe it's just a virtue of how little respect the dungeon is given by PC's. To be honest, the Cursts haven't really interested me enough to learn lore of it, and besides knowing its in scary red wizard land, I don't really know why my paladin is that afraid of it. Darklings I feel kinda the same about lore, but that dungeon is so well structured I have a good time without lore. I feel the same about the swamps, I don't really know why they are there, but its a surprisingly fun dungeon.
To be honest, I also kind of hate that it seems you have to have so much set up that it feels like Cursts is either a wipe or a ez pz clear. I think (besides perfidus, because multi rest dungeons should at least early on not be worrying hard, and because there is the problem rooms of Malthor and the three balor area or whatever) places should be at lease kinda clearable without every protection in the book unless the fun is that they are challenging with that. I've never done super high end content, my highest PC ever is 15 with almost fully enchanted gear, but I think it's kind of fun if you at least have some hope to kind of man mode a dungeon. Darklings is a perfect example of that, as is Swamps, and those are my probably two of my favorite dungeons, because while its way safer to have at least have a dedicated caster, I could see a group of fighters or pallys with some potions going to town on those at decent spawns.
TLDR: Make Cursts harder probably at max spawn, it's way too easy with the protection people bring to it, the attitude of "no hp loss or leave" isn't a good fit for dungeons that can only take one rest, it should be kind of a rough ride, or lengthen cursts, as easy as that is to say