This is an amazing presentation, and there are many valuable points on how to optimize, but I don't love this "motivation", the presentation would be better without it, IMO. "Here's how to make the fastest shaders when you need them" would feel better to me than "you should always optimize, even if that's not your immediate goal".
The best are "doing it right", but a presentation isn't always the place to do it right. A GDC presenter should be making concepts easier to understand, and optimizing makes things harder to understand. Optimizations are often hardware and compiler and platform and language specific.
On top of that, the most important thing to do when optimizing a shader is to profile the thing. Memorizing every possible instruction and trying to out-think the compiler and hardware will lead to surprises, guaranteed. I just hit a case two days ago where I optimized an expression from 24 flops to 13, and the shader slowed down by 15%. The reason was data dependencies that I couldn't see, even in the assembly.