I could write a book on game development project management anti-patterns. Unfortunately, there's too many warm bodies willing to sacrifice for there ever to be effective change. You can proselytize solutions to the problem all day long, but the truth of the matter is, the power structure doesn't want to change because the power structure believes it doesn't need to change.
There's also a large number of anti-patterns missing from the paper:
Lack of training (possibly falling under lack of knowledge)
Not invented here syndrome
Lack of adoption of new technology
Rushing to adopt immature technology
Early optimization
Over engineering
Under engineering
Lack of architecture (could fall under planning, but this is more fundamental)
Assumptions about how things will work
Lack of experienced team members, across all disciplines (lack of knowledge?)
Rework
"Good enough" or as I hear it "It compiles and runs doesn't it?"
Aiming for perfection
Lack of repeatability in all aspects of the process (inadequate tools?)