Interesting, but a few things he seems to be pretty sure about, I'm not sure I agree with. Specifically:
No inherently good/evil choices, but dependant on gameworld/faction reactions - This simply isn't right, especially when dealing with settings where a clear good/evil definition is a fundamental element, such as SW or D&D. For his game it may work, but then, why did he use an EP3 example?
If fans can convince us that some feature is silly, it gets shafted - If I was a capable game designer, I'd be designing games. My potential (un)worth as a game designer is completely unrelated to my ability to convince others or the skill with which I'm able to twist the truth to suit my purposes. Think politicians. Or, even better. Think how Obs listened to the fans, and chose to lift the level 20 cap for TSL.
We're designing a game for hardcore RPG fans - This kind of statements always leave me wondering if I'm "hardcore" enough for this game. Or maybe I'm just insecure.
Regardless of my reservations, AoD looks nice enough to keep an eye on.