I experienced the pleasure of the Basic D&D random dungeon room contents table last week, as I was stocking the cellars and tunnels that lie beneath the ruined manor at Ballan, which the PCs have just begun to explore. There are various permutations of this table in various versions of the game, but what I used was: 1 - 2 Empty, 3 - 4 Monster, 5 Trap, 6 Special. It's nice and simple, although I was concerned it'd produce far too many "Specials". And, as expected, it did. Out of maybe 20 rooms, 5 were rolled as Special. But this actually turned out absolutely fine - indeed I had a lot of fun thinking up all these dungeon weirdnesses. I mean, I didn't go overboard - it's only the 1st level of a not-particularly-supernatural dungeon, so we're not talking reverse gravity chambers or talking pools. But I found it a real pleasure to add that many unusual / interesting / slightly magical / mysterious features.
Overall I have to say I loved using the random room contents roll. It made the process of stocking both challenging and exciting, all in all far more engaging than the sometimes daunting situation of sitting there with a keyed map, no idea what's in which room, and an hour to go before the game starts! I'll definitely be thinking about using further random tables in dungeon stocking in the future.