All true as for non graphics programmer working in gamedev.
Few things I would say differently:
Some companies spend on hardware to solve build times.
Shader variation counts are way bigger for long time.
Debug builds for large C++ codebases are extinct. Full debug build is a phantom memory of old times.
Few things I would say differently: Some companies spend on hardware to solve build times. Shader variation counts are way bigger for long time. Debug builds for large C++ codebases are extinct. Full debug build is a phantom memory of old times.