The dude was going on about needing to be blindfolded and playing Bach's sonata by ear at dusk, as well as playing the aria's on a midi keyboard at blazing speeds, as a rite of passage in order to get into the game music industry.
...and that anyone with a successful game music career needs the same amount of skill or more skill than Mozart and Bach.
Never was video game music composition ever mentioned in that blog post. He was talking about being an actual composer, you know, just for the sake of making music. Not a second rate composer, mind you, he's talking about being an actual, acclaimed composer. And to do that, you really do have to do all those things. You have to be on par with Mozart and Bach.
Now, when it comes to composing music for video games, it's a bit easier than that.
But either way, all of that is completely besides the point, seeing as Yal was actually just recommending the book
Guide to the Practical Study of Harmony by Tchaikovsky, which was linked to in that blog post.
ANYWAY, BACK ON TOPIC
I think procedurally generated music, if anything, can only detract from the experience of your game - after all, it wasn't really written for your game, it was just... written. It's the same as using randomly generated sprites for your game. Sure, the sprites may be nice, you may even have hand picked the ones that fit the best, but the disconnect is still there. How close are those sprites to your original vision? You can ask the same about music.
In most cases, visuals and audio are the only senses that the player perceives the game through (unless you have haptic feedback... or *shudders*
a scratch and sniff disk). Leaving one of those up to a bunch of dice rolls is almost always a bad idea, and if there's a way around it, you should probably consider that.
As to why Wolfram Tones doesn't work for you... I have no idea. It doesn't work for me either. :/