I completely agree with those points as well - looking back to the good-'ol-days when Wolf3D, DukeNukem, Quake and all were brand new to the market . . . all those points applied.
TBH, on the copy protection issue - this is the NUMBER 1 MOST AGGREVATING ISSUE FOR LEGIT USERS!!! Why deal with copy protection when as soon as the game is released, there are "fixed" .exe files available within 24hours. Hell, even when a game patch is issued, the fixed .exe is typically circulating the same day. Copy protection, at this point, is a waste of time and money that could be better spent of final polishing of the game itself. Although, I will at least give some respect and credit to the game developers who will remove copy protection at a later date through a patch. Doom3, for example, patch 1.31 (IIRC) removes the copy protection and you can finally put that CD and fixed .exe to rest.
Also agree on number 11. Years ago, we didn't have as many issues with programs not running correctly as we do nowadays. A lot of this, IMO, is due to how drastically different systems are today as well. 10 years ago, game developers designed around common system specs, because they didn't have the funding to go purchase the 1337 hardware, and most hardcore gamers then were building their systems from the ground up because it was cheaper than purchasing a pre-built - even when using only high-end components. Once hardware companies started getting involved and "donating" to the developers, min specs started becoming more and more demanding, and developers started designing around specific hardware. We saw the start of this trend with 3DFX and the Glide API, and look at the reputation that 3DFX earned and that it still stands and is still respected.
Systems today are drastically different, we have everything from the low-end pre-builts to the uber-1337 systems in the mix. The more varied systems become, the more issues arise with the software. And we wonder why new PC games tend to be so buggy, or only run well on certain hardware.
Partly also, I feel some of that blame can be shouldered by the publishers. The console game market moves fast, it doesn't take much time for a game to go from drawing board to store shelves, compared to PC games. Has a lot to do with how universal consoles are, so it's easier to code, design, and test a game when you know what 100% of the operating hardware and system restraints will be. The publishers are pushing PC games to keep up with console games, and the only way to do that is push sooner and sooner deadlines, and release games half-baked. Look at FEAR, for example - the first patch was issued on the same day the game was released to store shelves. The box itself even came with a little card stating that you needed to go to the developers website to obtain the patch. If they had given monolith another 3-4 weeks, there would've been no need for that kind of crap :shadedshu