The main one is that making the control-net depth input look like something helps a ton. You can creating levels that have more 'structure' (large flat platforms, platforms that line up with others) and levels that are more random and see that the structure works way better. I played around a lot with turning the control-net on and off at the beginning and end of generation, which seemed to help when I was playing in the webui but then I didn't immediately find the API in diffusers and the results I was getting were great so I didn't keep looking.
Depth is a useful parameter for controlnet, especially when you want really specific forms. I've found that it can hamper outputs because blank sections of solid color are interpreted as flat walls, when really I'm trying to make those parts ambiguous!