One of these tricks is that you should fix 'the root of the problem' while a lot of the other tricks are hacks to ship the game on time. I'm a bit confused.
His patches comment was basically early on we realized the collision detection code was horribly broken so we just started patching every edge case we could find. That's practically an endless treadmill. On the other hand when there is a vary specific problem really late in the production cycle that has little do do with the rest of the game then you can just patch that specific problem and ship the code. When an audio driver you have no control over corrupts a single bit in your EXE that is the root problem not the symptom.