I think these really are good points -- it's easy to think missing an intended deadline is the end of the world. I'm still struggling with that mentality. (I admit it, I struggle with a perfectionism fixation and workaholic craziness as well, and this is really the battle between all the various brain-wonks, it's just that the beneficial ones won out this round.
)
The reasoning @Apos mentions is pretty critical: assuming there will be time to catch up later is begging for problems. Invariably, the stuff you left for later that didn't seem mission critical is going to be someone's intensive focus the first week out of the gate -- maybe it's Murphy's Law, maybe it's people looking for less common niches to fill at the start -- but so help me, I think it's inevitable. It's one of the lessons I learned hard on Reno, actually; it proved out pretty consistently.
It's relatively easy to make a game.
It's not easy to make a good game, and that's already taking into account the fact that one man's passion is another's poison.
If it's going to take time -- and really, it tends to -- it needs to be allowed that time to develop into all it can be.
There's this weird tendency for people to naysay about this particularly -- the whole "ha ha it's taking longer than planned to finish everything it's a turkey!" crap -- that, to me, misses the point by a mile. The only failure there is predicting how long a notoriously unpredictable process is going to take, but people interpret it to mean a dozen other things it often doesn't. ("There must be drama causing this!" ...not really, could just be the holidays making people busy, man. "They don't know what they're doing!" ...or they do, and know it's going to take more work than originally predicted. "Nobody is interested in doing anything!" ...or maybe their job just dialed up their hours to eleven and all the give-a-shit in the world isn't going to add more hours to the day, etc.)
So thumbs up to @Ganymede on not going down that road; she's right, it's got way too many potholes.