Even though refreshing and enlightening, the article doesn't cover another (major) reason why floating-point math is generally avoided (especially in high-performance applications): computational slowdown when dealing with subnormals[1][2].
I feel that there is a lot of overlap between cases where you may want to minimize error while at the same time still be performant (simulations, ray tracing, rendering, etc.). So you're left with a situation where you end up minimizing error, but still being slow.
[1] http://research.ihost.com/osihpa/osihpa-govind.pdf
[2] https://charm.cs.illinois.edu/newPapers/06-13/paper.pdf