I posted a comment to the article itself that sums up my thoughts:
"To address the general question, though, this is one area I think could be very hard to get right for every taste. I actually think the appropriateness of Save or Die links back to the character generation system; it's a spectrum that D&D over the editions has travelled along:
At one end is essentially random character generation; in AD&D magic users even rolled for what spells they knew (if you went by RAW), all characteristics were rolled and magic items and spells learned were in the DM's gift. There was no character design aspect of play - the challenge was to play whatever the dice gave you to the best of your ability. In such a set-up, random death fits. In early editions, you could play extremely well and still die; that was part of the charm, in a way. As a game, it was like soccer: skill in play was certainly possible, even desirable, but even the best teams lost sometimes because Lady Luck was always in the driving seat.
At the other end of the spectrum, you have character design or "build" systems where the player is to a large extent in control of their character. Character design is part of the strategy of the game. I think random death works poorly for this style of play, not just because the players put so much time into character building, but because the more extreme builds tend to have "blank spots" - levels where they work poorly - and being able to skip these makes extreme builds more useful than they ought to be.
The system suggested would work well, I think, with the first type of game - it allows random death but after a tense bit of "preliminary". For the latter type, though, I would much prefer the 4E medusa approach: multiple saves with a chance for allies to intervene."