That being said, I've had a hard time verifying any of this stuff and it's rather a given that a company would be reluctant to air their dirty laundry.
Ideally, the hierarchy would be truly temporary and whatever knowledge/experience/insight caused one person to become the project "shepherd" would be willingly shared amongst the other folks.
Some of the issues were specific to Valve's style. I think she had trouble recruiting staff, because Valve wanted her to hire people who could be team players within Valve, and she couldn't find a technician who could also program first-person shooters (unsurprisingly).
But more generally, she was hamstrung by Valve not having quite the hardware instincts to manage building a console with the time and resources they gave her.