All this article did was remind me why I still choose Kingdom Hearts: Chain of Memories for the GBA over Kingdom Hearts: RE:Chain of Memories for PS2/PS3 in terms of how the map cards work... (It's technically not the only reason, but I digress...)
In Chain of Memories, all of the rooms (outside of the Key To Rewards rooms) are randomly generated with only a vague size reference and heartless count as the basis for some kind of consistency per map card... The heartless can spawn anywhere in the room (unless the room has either specified heartless spawn points or they stay spawned throughout the room until you leave the room or a fight starts), the "items" that you can hit/stand on for the chance of getting random HP/MP balls, a random card used in combat (that's not a heartless card or a green friend card), nothing at all, or starting a Barrel Spider fight (if you attack the barrel item) constantly reset after you leave the room (so you could technically grind for HP/MP balls and cards), and due to the rooms being randomly generated, no two rooms from even the same map card look the same when compared side-by-side...
In RE:Chain of Memories, all of the rooms (including the Key To Rewards rooms) have a specific/distinct design to them per floor on top of a base heartless count... Everything from the heartless to the "items" that you could hit/stand/interact with are all pre-positioned at specific points within the room itself, so the only "random" aspect the rooms even have is the amount of HP/MP balls that come from a "item" that can supply it, the "rare" possibility of getting a card used in combat, or the possibility of getting nothing or starting a Barrel Spider fight... At least there's four ways the room can be "presented" depending on which of the four corners of the room you come from on top of having more "items" showcased in comparison to Chain of Memories, but it does not change the fact that two rooms can look the exact same way when compared side-by-side and, on a lesser note, none of the "items" reset after you leave the room so that you could technically grind off them for more HP/MP balls and, to an extent, cards and Barrel Spider fights...
In other words, the map card rooms in Chain of Memories has more random elements to them than in RE:Chain of Memories, which basically has stock rooms generated per floor... To me, that made [re-]playing through RE:Chain of Memories not as special because it made each room generated by a map card less exciting to go through after seeing what the room(s) would look like the first time around and no amount of the doorway spawning from the south side of the room instead of the east side would make that better overall... Plus, the fact that none of the "items" reset after leaving the room makes me wish it was more like Chain of Memories in that aspect, alone...