Something I think that gets overlooked in this kind of discussion is the tradeoffs that must be made. Simply put, Good Fast Cheap: Choose 2, applies here. Thus if we want quality, we must accept it will be slow coming. Also a team is basically mandatory, because there exist very few people who are gifted enough to be good at game design, good at artistic work and good at logic/programming. In my personal case, I'm the engineer, I do 0 game design, I work with a designer and just implement and give some feedback.
I like to think I'm one of those very few people. Not really a weakness. ;)
EivindL addressed my concerns with the video rather well. It seems mostly a bunch of rants and criticisms done in the head of the moment rather than using any form of analytical study. There really is not insight to be gained from this video. The intent is appreciated, but the execution falls incredibily short.
A lets play format with minimal editing isnt so suited for a game design analysis, as your disucssion is not being made with a cool head and totally lacks the whole picture and the design goals the author intended. If you want inspirations for a more suitable format, atke a look at Mark Brown's Game Maker Toolkit series: https://www.youtube.com/c/MarkBrownGMT & https://www.patreon.com/GameMakersToolkit He praises and studies rather indepth the strenghts and shortfalls of many games and proposes practical and clever solutions to many pitfalls. If you end up going for a written format, take inspiration from Jeremy Parish's Anatomy of Games: http://www.anatomyofgames.com/anatomy-of-a-game/