The math is definitely more easy to grok if you've seen/used Lie Algebra/Group formalisms before so that's another shortcoming, but the main thing GA gives us here is a "dual-quaternion slerp" which I literally could not find an implementation of anywhere! The formula for a quaternion slerp is actually not too hard to derive, but a dual-quaternion slerp is far more difficult. Part of the point of the post was that this was somewhat surprising to me (both that GA makes it approachable, and that dual-quaternion slerp implementations didn't exist in the wild).
Finally, the dual-quat representation is beneficial when modeling kinematic motion specifically (not necessarily artist-authored) which can be useful in contexts beyond games (e.g. robotics, deep-learning, computer vision), but also inverse kinematics (which unfortunately I haven't had time to write about yet)