The BSP approach with my polygon partitioner allows any convex hull to be chopped in accordance to various criteria (longest edge to longest edge, % of edge from midpoint to chop, so on). All voronoi noise are convex hulls, so this allows me to place side streets and alleyways inside each cell. Each leaf still has a reference to each other neighbor leaf, so if i want to path from cell A, side street 1 to cell D, side street 2 - 3rd house, i can do that very easily.