I've written simple rules for generating a hex map, either in advance or on the fly (which works particularly well for solo play). The generator uses a simple system for taking adjacent hexes into account to avoid being totally random. Feel free to let me know if you have any feedback.
No. I could possibly add them in a future version, but with this method it's sort of hard to make it rare for them to end up next to swamps. But maybe I can come up with something....