1. Multi-texturing is broken in the current drivers (he gives screenshots as an example of a quad-textured scene where only the first texture is visible)
Almost most definitally him screwing up. Chances are if there was a driver bug with this it wouldn't be something like just the first layer visible, but something a lot worse
I encounted one such bug on a quite old detinator driver where half the world was rendered currectly, and the other half had all it's textures heavily distorted. The problem in this case was me doing more than what the hardware allowed and the driver was validating it anyway and just rendering it really badly. The newer drivers made it fail validation correctly
The likely cases are: a) him intentionally screwing up to try and make ATI look bad. b) him un-intentionally screwing up making him look not so bright
2. No w-buffer support, and none is ever likely to be added
w-buffering is like z-bias (and EMBM) - it never really worked correctly (worked right in some scenarios, fell apart in others, didn't work at all on some drivers/cards, etc) and was never used by anyone who actually knew what it was doing - hence it dieing off. (just a little nudge at the z-bias issue - it is a well known fact that you should never rely on z-bias to work on ANY cards
There is a paper floating around about how bad it really is, and how just modifying the near clip plane accomplishes much better, predictable results).
3. Z-buffer resolution capped at 24 bits.
Again, not a problem. In most games coming out you are going to want an 8-bit stencil to go with your depth buffer, thus making 32-bit depth unusable. 24-8 is the best combo for a 32-bit depth/stencil format. 24-bits of precision is plenty as long as you set out the near clip plane far enough. As many others have said, this is the same with nVidia's as well (though nVidia's drivers seem to randomly allow/disallow 32-bit depth with each new driver.. ran into a problem here a while ago)
Imagine a Space Sim where the draw distances are even larger--it would be worse.
You could put the far clip plane at infinity (see nVidia's infinite shadow volume paper) and still get good precision for everything that's visible (read: takes up a pixel or more on the screen). Near clip plane is the all important factor