I found https://en.wikipedia.org/wiki/Fortune%27s_algorithm?wprov=sfla1 when reading about Delaunay triangulation, I don't know if you're familiar with it, but I think that's what you want for deciding which lines to draw to make polygons.
Also after sleeping on it, I realized building the point set from the plugin is easier than I imagined. In the example project, every value is plotted one pixel at a time into the canvas object already anyways. It should be simple to add a check for each pixel when drawing it. If it has no neighbors with a value lower than it, push that coordinate into an array. You'll then have an array with all the cell centers coordinates within the bounds of your relevant noise area, which you can use to moveto, snap to, draw on, run Delaunay triangulation or Fortune's algorithm on, ect.
If you're following www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/, and want more control over the randomness distribution, I believe you need to run the Lloyd relaxation algorithm on the points before the noise is generated and then apply your own noise algorithm on those points afterwards. This won't work with the advanced random plugin, because that noise map would not take into account the new "relaxed" points. On the other hand, it LOOKS like (Nepeo?) already baked in one or two iterations of it into the advanced random plugin for cellular/Voronoi noise, since those don't look quite as clumpy as completely random nodes.