I've been reading the various posts on empty rooms, based initially on Tenkar's ill-fated Dwimmermount game, with enjoyment. It's interesting to hear different perspectives.
First, how are people defining an empty room? Devoid of monsters? Devoid of treasure? Both? Completely devoid of anything? There's empty and then there's empty. I tend to think devoid of monsters, but that's my view.
I don't think we can have a discussion about empty rooms persay. All rooms, empty or not, need to considered in the larger context of the rooms immediately adjacent to it or the theme of the dungeon or dungeon level. Why are they there?
Empty rooms can accomplish a great deal - after all classic fantasy is supposed to be about exploration and not just hack n slash. I find empty rooms add to the verisimilitude and often add an exclamation point to encounters when they do occur.
Of course Barrowmaze has its share. This was a key aspect of the design. In hindsight, I wish I had more to give it a more hollow, empty feel.
BTW I played part of the first level of DM with James and really enjoyed the sense of exploration he was trying to inject into the game. But that's just me.