One thing not mentioned in the section about ownership move: unlike C++ where you can write arbitrary code in the move constructor, in Rust the footprint of the object is copied bitwise and there is no scope to customise this at all. If you have a class where this doesn't work (e.g. because it contains pointers into its own footprint) then you either need to refactor your class for Rust (e.g. change those pointers to offsets) or disable the move trait entirely and provide a utility function for move-like creation.
This is a trade off: as a class writer you get less flexibility, but as a class user you get much more predictable behaviour. And it's only possible because of the way that Rust just forgets about the original object (i.e. won't call its destructor at the point it would have done otherwise) at the language level. If it didn't, as in C++, you need some way to stop the original object freeing resources needed by the new object.
IMHO, move semantics and rvalue references in C++ are amongst the most confusing and worst designed parts of the language, so this is one of the most important benefits of Rust even before you get to the reference lifetime stuff.