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How? The first substantial dungeon you're introduced to, the Waterways, are filled to the brim with stairs, multiple vertical tiers, and side paths. Other than boss battles or areas that are obviously supposed to be plains, I can't think of too many huge wide open areas...
As far as dungeon design, I do agree there's a degree of blandness because it essentially used repetition of simple geometric shapes to create large labyrinths, but I think Wolf once pointed out that those PS1 dungeons weren't really well designed dungeons, they were just areas to make the pre-rendered backgrounds look cool. FFXII kinda brought back that real dungeon design of having a large labyrinth you have to navigate and figure out ways to open up alternate paths (that aren't made obvious by FFXIII's markers of where the next step to solving the "puzzle" is). I think the addition of that old school element really added another layer of substance to FFXII's gameplay, especially when compared to FFXIII's corridors.
I suppose dungeon 'layout' might not have been the best term I could have used. I wasn't referring to the way areas of the dungeon are placed in relationship to each other, but the physical size you have to make every single area that you traverse. You can't have a tight narrow hallway or staircase, everything has to be a broad wide open plain. This works for some dungeons, but when used exclusively for a whole game it becomes quite bland.