A more in depth commentary:
The Treasure Curve: I like to pool treasure and place it as appropiate for the game. I don't exactly know what I should think of the Curve though, I don't like claculating treasure distribution, but I guess it makes for a good guideline, just like CR and EL systems.
Hidden and Buried Treasures: A classic that no game should miss. I actually don't do this often enough, so I'm happy this article reminded me.
False Treasures: Nice to throw people a curve. As long as a good degree of real treasure is present this can be a nice little courveball. I'd pool in cursed items in this group. False treasure's are actually additional challenges, so imho there might be some "extra reward" in beating (distinguishing) them.
Challenge Treasures and Appraisable Treasures: I think this is where much of the meat of this article is. There's some great stuff in there I would have never thought of on my own. Special "raw material" that can be cashed in either through hard work/imaginative thinking or to reward certain skills. The possibilities of challenge treasure are almost without limit, while appraisable treasure will definitely affect my game with two characters that are really good in knowledge (history). But what I really love about this is that these kinds of treasures reveal and indulge the campaign world in a way that directly involves the players.
Land and Status: Two plot-hook-astic kinds of classic reward one should never forget.
Plot Coupons: Information, Clues and Keys: I agree that these make for poor treasure. And I agree if the DM requires them for the game to progress that's kinda lame to. But as either plot hooks or optional things I think they are great.
Two examples:
1) In the process of rooting out some bandits the PC's find a pirat map to a great treasure. If this is the only loot-lame. But if it's found among other stuff the PC's might or might not go after that Pirate bounty.
2) Rooting out a MBEG the PC's find some part of a weapon or somesuch. They later learn that the weapon together could help them against the BBEG, but isn't required. So they have the choice how to fight the guy.
What I missed was Combination Treasure: What, if the PC's decide to sell of said part of a weapon? What if they find a land grant they might either sell or use to take said land as theirs? Some tips on combinating this tips would have rounded the article very well.