What I would do is to prototype the level using CSG geometry. Then export that to Blender, then break down the level and start to plan the assets.
I would still break it down to smaller components and avoid having the entire level in 1 mesh. A couple of reasons:
- Frustum och Occlusion culling
- Reusable instances etc.
Not sure why a modular approach would make things look generic?
Either way, you'd want to chop the level up into different sections.
Then for constructing the levels you could use something like multiple Gridmaps, once you get used to it, it could be pretty fast to build levels with and you have some control over how it optimizes things.