Just like most people here, I prefer radomness in the gameplay.
However, I suggest having randomness within reason with regard to monster treasure/goody huts.
For example, in one game, I found a 24 damage sword in an unguarded goody hut, and I got a bag of holding (the +20% carrying capacity bag) after defeating a dragon. It just seems more reasonable for that to have been reversed.
So my suggestion is to code in different buckets/classes of random items based on the difficulty of the monster/challenge faced.