That's immediately visible to people with eyeballs. The first sign that something is going wrong isn't going to be a car colliding with another car. It's going to be, "Hey, why are those kids installing a light with a step ladder?"
Have you seen a traffic light? They're pretty substantial. How long would it take for you to make one in a hackerspace?
Contrast this with hacking OTA updates for traffic beacons. You might not even have to change any atoms around to do your dirty deed. You might not even have to be there physically.
Agreed. I think this is one part that the author misses in his article. Overall, choice is not bad, but the feeling of uncertainty caused by an unorganized selection is the problem here.
A similar thing happens in video games. Many developers get feedback from users and UX people that too many options are bad. THey then remove the COMPLETELY, which should not make any sense. Even a small submenu somewhere to enable advanced settings is fine, but removing them? Why?