Yep. And they've been getting buried on the now-decaying horse. Too much noise.
For myself, I've generally found his points worth thinking about, even if I don't fully agree with them. For instance, his series on
Node Based (scenario) Design, and
Game Structures (which you've also pointed out) I found very educational. A lot of his other posts, especially with regards to prep and record-keeping, I find less useful, as he is very obviously a high-prep GM, and I am not. (However, one of his comments - that I might have been prepping the wrong things, or in the wrong way, has stuck with me. I'm currently re-evaluating that.)
That's actually something that I haven't seen mentioned yet. A lot of GM advice - The Alexandrian, Sly Flourish, etc. - seems to be aimed at less-experienced GMs. But re-visiting the fundamentals is important. If you don't have the basics down, the advanced techniques aren't going to work right.
And on a semi-related note - experiment. With new approaches, new ways of design, etc. For example, I have a
very strong tendency towards top-down design. In this campaign I am
forcing myself to do bottom-up, I-don't-need-that-yet, design. It's getting easier, and I like how it's letting me adapt future scenarios, but I'm still having to restrain myself. It's been, is being, a good experience.
My previous campaign, I worked against my tendency to house rule; I tried very hard to run a pure vanilla 5e game. I (mostly) succeeded. I also won't do that again, as it wasn't very enjoyable for me. Not to my taste. Of course, I shouldn't be surprised - I once ran a supers game that was a blend of DC Heroes/MEGS, Champions, and Shadowrun. And that did NOT cure me of my rules tinkering tendencies.
Or put another way - Always Be Learning.