Kudos for noticing the "death stare" bit, that was hilarious!
Regarding Lands, Card Draw, Ramp, Removal and Board Wipes, I think their numbers are quite solid.
Personally, I tend to follow these guidelines when building a deck:
Lands: Minimum 37, independently of the curve, plus 2+ lans-MDFCs. I want to have ideally 3 lands and a ramp spell in my opening hand. Even if my curve is super low, I still want to play a land per turn, so I don't go below 37.
MDFCs that come into play untapped (e.g.
Turntimber Symbiosis) count as lands, whereas those that come tapped count as spells for me: this is to take into account the penalty of playing an additional tapland in the deck.
For example, I would count
Turntimber Symbiosis as a land but
Valakut Awakening as a spell.
Card draw: Also here, 10 seems like a very solid number. I could go a bit below in some decks but I usually want at least 8+. I guess the exception would be a commander with heavy card advantage stapled onto it (e.g. Korvold and Chulane), but I don't really play those. An important thing to consider is that the more complex your strategy is, the more card draw you want, so in some jankier decks I could go up to 12+.
Ramp: I usually run 10+, except in decks that struggle to play good ramp (e.g. mono blue), where maybe I run 8 or 9. In specific deck, this number can go up to 15 or 16.
Removal: This kinda depends on the "power level". If I want to bring a deck to a more competitive table, 8-10 pieces of targeted removal is the default. If it is designed to be played at lower-powered tables, I feel I can get away with less, but usually no less than 6-7 pieces.
Board Wipes: 3-4 Is a solid number, with the exception of decks that go wide, in which I run one or even zero board wipes since either they hurt me more than anyone or if I'm in a spot where I have to use them I'm probably losing already (but I think they mention this).
I have more of a problem with their other categories: Standalone, Enhancers and Enablers. Usually, I work with deck-specific categories and I don't really think in terms of the categories they propose (however it probably comes down to a similar division). I guess these terms really don't resonate with me, i.e. it's difficult to me to think "oh, this is a great Enabler for my deck!". Examples of non-deck-specific categories I use are Reanimation/Recursion, Tutor, Utility and Synergy.