I think this is best stage to create this topic. What I know we didn't start interiors here because of lack of assets (exteriors are main task now) The main problem with dwemer ruins is the same problem like with kwama mines. Almost of them looks the same! There is no point to go inside. You were in one, you were in almost anyone. When you are inside you don't feel that it was used for anything. Just random items and rooms in most cases. Erik and Adrian noticed that. I just imagine the whole dwemers cities here, exist to build their version of Utopia, to became gods. This is why they lead all experiments, researches on all areas to reach their goal as race. Again I will use parallel to history where USSR wanted to reach Utopia goal called as communism and they introduce some central planning. So Here we can have cities which have some unique destiny in whole program to achieve divinity. This is list of dwemer ruins. Each specialization part (city) works as cog in collective machine (race).We can use some writers to create story about them just to gave indicates for level designers, to create more diverse interiors. So to keep everything more consist we can write some list in excell, like in example of kwama mines to keep everything clear. One column for lore, one for how it is destroyed inside, how big (additional interiors), additional utilities, has living quarters or not, link to uesp library.
They are very brief ideas. Maybe writers will find out sth better.
So main idea, is creating all energy sucking things near lava sources, rest somewhere else. If you have some other ideas, feel free to write them down. This is topic which need some work and discussion between writers, loremasters to show their creativity. It is also nice reference to decide what will be additional assets are needed or not. Just nice place to sort out things.
Write what do you think of it.