I love those ideas, but they really need a system to be built from the ground up. BRP already models a magic-free world, so overcoming point #2 is going to be very difficult.
That said, my own issue with how magic is usually portrayed is that there's nothing that truly separates it from science. You perform a certain ritual and it produces a certain effect, reliably and repeatably. This is kind of point #1, I guess, but the article's proposed solutions just take the knowledge of how the system works away from the players (and their characters). There are still specific rules that govern how magic works that can be scientifically determined. If you repeat the same spell under the same circumstances (including circumstances that might be hidden from you) you will produce the same effect every time, and so will anyone else who tries it. I want to see magic as more of an art than a science, where each magician has his own unique style that can possibly be imitated (imperfectly) but never truly replicated, and where magic isn't just about going through a checklist of ritual steps to cast whatever spell. I don't know how this would be represented in an RPG, and it is admittedly more fluff than crunch, but that's what I'd like to see.