I don't have the DMG, but based on what I saw when I skimmed one in a bookstore more than half the things on the list I was able to find in it. So it included at the very least 10.5 out of the 17 list items. Maybe someone who has the book can find more that I missed?
(snip for brevity)
Create rules for giving mechanical weight to character motivation, personality traits, and so on.
Use action points, fate points, or a similar meta-mechanic as a reward or a way to give players a mechanical option to boost their power for a specific moment.
> There's sections on creating backgrounds and using "narrative points" that allow you to change the narrative as part of play. It also gives a number of options for using and gaining inspiration points.
Create variant XP rules, using XP as a way for a DM to place the emphasis on fighting, interaction, exploration, finding treasure, and so on
> Not very apparent, but there are some fuzzy guidelines about XP.
Provide rules for sea battles.
> The basics are there, there are AC and HP values for ships, which are easily usable, but I would have liked to of seen rules for more in depth naval combat.