The author makes a good point that randomly generated levels significantly affect the way that a game is played, but they shouldn't by any means be considered superior to handcrafted levels - players have different preferences for playstyles, and game designers should consider which playstyles they intend to appeal to when deciding on a genre and a level design strategy.
Consider the Megaman series - players are encouraged to master each level, and speed runs are a major draw and source of replay value. Similarly, part of the brilliance in the level design in Sonic 3&Knuckles (that disappeared from later Sonic games) was that it encouraged the player to try different paths to find an optimal route for finding special stages. Exploration and speed runs are a draw for the Zelda, Mario, and Metroid series as well - the quality of level design is a major selling point for the core audience of these series.
Randomly generated stages certainly have their advantages for replay value, but they also remove incentive for exploration and speed runs, which means you're potentially forfeiting the audience that prefers those play styles.
To go a step further into the realm of "video games as art", consider the RPGs and survival horror games like Fatal Frame - cinematography is a significant element, as is the player's emotional connection to certain areas. Randomly generated levels don't create as strong a connection with players, which diminishes the designer's ability to use locations as a significant story element. It would be difficult to create such strong storytelling without a high level of control over the environment.
Some genres, like Arcade Shooters, RTS, and FPS may lend themselves less toward these play styles, but it's certainly not restricted by genre, either - Bullet Hell shooters, like Ikaruga, for example, are designed with players who favor level mastery in mind. It all depends on the audience you want to appeal to and the game elements that you want to focus on.