First, sorry if the last post was a bit scattered (I did spend several hours composing it). Second, a close read of Chris Kutalik's pointcrawling posts is in order because much of my thoughts on connections and such, he'd already covered 2 years ago. Third, check out these links Talysman shared in the comments of our discussion:
A method of terrain generation from Central Casting Dungeons product.
And his own Last Minute Hex Crawl Tables
Fourth, while this wouldn't be of help to the sightless, check out this post as a method of generating pointcrawls using routes.
Fifth, I think the biggest issue for a blind person with generating a pointcrawl is not going to be the generation but keeping track of what they generate, which is basically what a map is, an efficient way to store positional data in 2-d. The method that might work is to treat points like the locations in a choose-your-own-adventure book. Number all of them, and number the exits from each location with the number of the location that route is leading to. Then you could store these numbered points anyway that was convenient to you, text file list, database.
Sixth, some fresh thoughts:
All that jazz about biomes is probably not very important in randomly generating terrain for a pointcrawl. Minecraft is an infinite flat plain, so gradients of temperature and moisture matter more. In fantasy worlds even slightly like our own, terrain will be relatively similar unless the distance between the points is huge. What I mean is, temperature is mostly tied to latitude, so the farther north you go the colder it will be. But that takes miles and miles of travel to really manifest itself.
It seems like most terrain generated will be like that you just left, maybe the only variation is in the surface features. Is there a lake here? Is there a forest?
So, elevation might matter much more as the variation you would see in local features. Is there a hill here? A canyon, a pass through these mountains?
Another thought, the problem with randomly generated anything is that information about the generated place is very local, it's difficult to make more big picture patterns or connections until you've already finished generating a big area, look at it and then do so. What I mean is, if there's a pass through the mountains, is it the only pass? If it is it might be very important and have different encounters. Is this bit of forest a small grove or just a point hidden in a vast swath of forest? Most random generating systems are not going to help with that.
With that in mind, the best bet for blind players or DMs, would probably be to take something like Greyhawk or the Forgotten Realms and convert it into a point crawl and record the points in the numbered location method I mentioned above. That way all the "big picture" knowledge could be captured for the points. Then point 54 can let you know that it is a small grove far from civilization but near trade route heavily used in summer.
Of course, that requires someone to make a whole world which is the creative work a random system is trying to replace. But maybe someone could use a random system as a work aid, generate a ton of points, look over them and apply logical, big-feature information to the points, and then share them with folks.