Bigger is not always better. It's tempting to make one huge amazing room after another and hurl clusters of monsters at the player, but it's better to have some tight rooms and passages in there, too. It ends up making the big rooms or special encounters stand out more. A lot of it boils down to taste, but variety is always a good thing. My favorite Bethesda dungeons have interesting spaces for combat: platforms, stairways, half walls, that compensate for the weaknesses in the enemy ai (like putting a caster up on a platform that is hard for you to get to - rather than an open space where an ai caster might just run headlong onto your sword. Or having several side passages meet at a crossroads with enemies coming down several of them, forcing you think about the best positioning to fight them)
I do remember seeing some good articles on the web back when I was working with the Oblivion CS. I'm sure some of them are still up: a search for "level design" should pull some up for you. In some ways, the Skyrim dungeons followed those tips to a T, such as looping the dungeon around for an easy exit (sometimes I think they took that tip too literally, in my opinion). But then, making a player run back through a huge, but now empty, dungeon, isn't really a good thing, either
If you think your dungeon is reasonably polished, go ahead and release it. You won't be able to please everyone and it helps to thicken your skin a little, but most players try to give constructive feedback. And if they're smart, they'll be forgiving of "newbie" mistakes, since everyone's still getting a handle on the CK, anyway. You can always update your mod, or put the lessons learned to use in your next one.