2. Other "real world" use cases abound, especially with intangibles. Degrees, certifications, licenses, tickets, contracts and invoices, perks, discounts, coupons, identifications, you name it. And these are just physical goods becoming NFTs, to say nothing of digital goods. Turning any good into an NFT adds it to a blockchain, which (a) enables ownership, (b) makes it part of a publicly accessible API that unlocks infinite creativity, (c) plugs it into a booming and a liquid market where owners can buy, sell, and trade their goods, and (d) guarantees its existence and accessibility for the long term.
3. I completely disagree with you that most games would check to see if Blizzard has marked you as a douchebag. Why would GameX care if a player broke some arbitrary rule that Blizzard has? They wouldn't.
4. The person who wrote that post barely even understands what an NFT is, and gets a whole bunch wrong. For example, they write that the concept of ownership of NFTs is "unenforceable," as if the blockchain needs some sort of enforcement. I'm not sure you want to get your predictions from somebody who doesn't understand the technology. There are plenty of smarter game developers working on NFT companies and writing much more intelligent posts.