I like it, especially how you made sure the roads don't go straight. Also, maybe you should make for certain types of buildings like houses a road that is place a random number of blocks away so there is almost a road going next to the house and you must walk onto a smaller, less pronounced road to arrive at the house.
The streets/paths lay themselves out based on the terrain... so they pick the easiest path based on some costing criteria. In the final version, material and size of the road will be based on the traffic. So a house near main street might just have a dirt path connecting to the street or if it's close enough then a cobble path or something. An inn with lots of traffic would have a more pronounced connection to the main street system.
Also a lot will depend on the size and prosperity, etc. of the town, also.
Anyway, great work so far. I'm interested to find out what new type of block you are going to use for streets (since within a town would require more taken care of blocks than intercity roads that might be half gravel, half dirt)
Small towns and villages will have mostly dirt paths... like my current random town on the server. The higher scale towns will use mortared rock for roads and still use dirt for avenues. Cities will be mostly mortared rock roads.
Right now I'm working on town->town roads so that I can get an idea of what the main path through town might be. Town to town roads will skew towards dirt paths. Town to city and city to city will be more prominent roads... either wide dirt roads or wide mortared rock.
Also the town->town roads leads me to random town placement which also helps me figure out what resources will potentially be imported and exported. If I don't find a short cut to an interim state, this path (pun intended) leads to randomly generated towns and cities in a way pretty close to what the final version will be (minus about 40 building types or so).