Well the idea is of course great. Playing on the same maps for 28 hours per day is definetly going to get repetitive.
Also, when players start to know the maps very well, a lot of games tend to go in a much more predictable way and there is less creative thinking and squad coordination involved, because everyone is doing "what's best" on a particular map - just look how few deviations are in say Counter-Strike game on dust 2, or a Starcraft: Brood War match on Lost Temple (or Python).
Sure it's still a lot of fun to play and of course not every game goes the same way, but the thrill of figuring out a good strategy and adjusting it based on how the match flows, as opposed to "open my handbook, go to page 42, X happed -> page 85" is gone, and that's what would make randomly generated maps incredible.
The problem is, that this stuff is apparently very hard to do from a technical standpoint.
I don't think the problems are associated with generating the maps themselves, beacuse let's be honest - a mech simulator game doesn't need a very complex or artistically designed maps.
When I'm in my big stompy mech blasting the crap out of other big stompy mechs, I have plenty of things to keep track of, and I don't really have the time (or desire) to look and appreciate how this little rock next to that tree is so gently placed that it looks so natural and it copmoses beautifuly with the background - *****, I need to watch my heat, make sure I compensate my speed well so I can fire my AC before I hide behind that cover, remeber to face my less damaged side to that incoming LRM volley, and also I think I saw a light mech behind that tree line and he's probably trying to get our support guy, so I need to adress that as well.
I think that most people (including myself) would be fine with a map that's basically: "generate a heightmap, place a bunch of doodads on it, now go and kill each other".
The main problem is probably getting these type of maps on a client side. There is just no way that a client would have a random map generator and the server just gives you bunch of seeds for it and you generate it locally - home PC don't have enough horse power to do it in a reasonable time, as opposed to loading bunch of files from a disk.
I suppose a solution would involve them having servers that speciffically are there for generating maps, so say that it would generate 40 random maps each day, so when you want to play a random map, it is already generated on their server and it is distributed to the players via combiation of streaming it while they are playing, some stuff generated on your machine + p2p between them (downloading 10 or more maps each day is probably not the best idea for people who don't have super high speed internet connection).
The thing is that they would probably need to spend a lot of time modyfing the net code and it's not gonna happen soon.
On the bright side, it is a F2P title, so assuming that we give them a steady stream of revinue and the feature is requested by a lot of players, they could possibly try to implement it some time in the future. I don't think that it is completely out of technical reach to make randomly generated maps in MWO happen, but they need to get the game out preety soon and it should be as polished as possible, and the extra stuff - well I hope they will seriously consider it in the future