The c++ version of vmg is now feature-complete, at least as far as I'm concerned. It creates terrain according to the original algorithm, carves and fills rivers, generates caves, water, and lava underground, generates v7 dungeons, chooses biomes and populates areas based on them, and places ore and decorations (plants). It does not use different types of dirt, or create vmg-style trees -- features which properly belong to biomes or mods.
It has numerous options for adjusting temperature, humidity, river, and underground features. All noise maps can be customized in the configuration file. Biomes are fully supported. You can choose to use v7 caves instead of vmg's. You can also skip several computationally expensive functions by specifying the "fast" flag, which makes it run... faster anyway.
It already requires a few changes to the default game mod, to support a few new nodes. These were compromises to avoid problems with the existing biome code, and I'm still trying to think of good ways around them. However, I'm going to create a mod to go with it to try to adapt the default biomes. There's no way that I know to make them all work exactly the same, other than using voxelmanip to do it all -- which is definitely an option, but bear in mind that my goal is compatibility, not fidelity.
In the future, I'll be debugging and (hopefully) optimizing the code, and trying to get the last features added as lua. The code is here, if you want to compile it and try it out:
https://github.com/duane-r/minetestEdit: Thanks to paramat, I've removed one of the new nodes. I might move the stalagmites and stalactites out of the mapgen -- it looks just as easy to do them in lua. That will obviate any need to change the default game.