There's no doubt that this is a fun project though - if you or someone-else enjoys this type of stuff, you should definitely try your hand at writing a simple Unix kernel or similar, you'd probably enjoy it.
On that note though, the writers aversion to inline assembly is unfortunate. It's a necessary evil for this type of programming. The syntax is ugly, but it's not really that hard to get used too (Especially since the large majority of inline assembly is just a few lines long, or even just one line long). In particular, the syscall wrappers can be done in a one-line piece of inline assembly, and then you can avoid the function-call overhead for the syscall by placing the inline assembly in a `static inline` function in your headers (Or a macro if you prefer), as well as avoid the extra .S file (Which IMO is the better part - it's always easier when you don't have to mix different languages like that).
I would also add that, while I used to share the aversion for AT&T asm syntax the author does, virtually all of the assembly code out there related to linux is written in AT&T, so it's worth it to get used to it and at least be able to read it. On that note, you can use the Intel syntax in inline assembly though, if you prefer, so even if you hate AT&T with a passion you can still write inline assembly ;)
Arenas are really nice if you're allocating a lot of objects of the same size, whereas malloc() must be prepared to handle a lot of different memory usage patterns.
TeX basically uses a special purpose implementation of malloc/free, with a static array as backing instead of memory requested from the OS with mmap(2) or sbrk(2). The main reason is portability (the original version was released in 1978 using WEB/Pascal).
When I wrote that comment I asked myself should I have written "malloc" or "malloc/free" - surely one implies the other.
Of course, you need to be careful as if you write code like that in a language without garbage collection, it's inherently not reuseable - retrofitting deallocation is often really painful because it gets easy to adopt patterns that make object ownership etc. unclear when you don't have to ensure it's easy to deallocate in the right order.