I was asking more in a technical sense, as in the area eats up so much memory that it hinders performance.
Ah...
Well, That is an easier question... Break your dungeon up into areas of functionality. Make each big enough for details that flesh out that functionality. Separate them with closed doors which are area transitions. A short load screen never really hurts anything.
If you are doing a multi-floored interior, keep each floor as separate interior cells. Unless your interior is pretty small, like a house or something. The more your interior sprawls out and is filled with detail objects the more your mod will require in terms of resources.
I'd say break your cells down into areas that you could logically see. A core area and some attached areas. But anything beyond that, put in different cells. Does that make sense?