Overall, i can agree with this article, but the examples given regarding understandable creative or development costs.
Server transfers, name or race changes are certainly not "creative", so let's take a look at the development cost:
Most games that have multiple seperated servers allow you to choose each time you create a new character. Sometimes, like with Guild Wars 2, it's account wide, but still, it's something that happens regularly. In addition, some games, like WoW, offer playing together with people from other servers through the dungeon finder. Besides having an additional menu to let the user actually choose the server, where is the development cost in allowing on-demand server transfers? Literally non-existent. Even without cross-server play it's not that hard to transfer the data.
Now, name changes. Even easier. It's just a string attached to a character. You choose it when you create the character. Some games even regularly change strings attached to a character, like titles. They even allow you to choose with one to display. Wheres the technnical difference to a name? None.
Race changes are probably the thing with the most effort, but still, nothing major usually. The races already exists. The option to create a character with the given race, exists, too. They can basically lead you to the character creation screen, but save equipment, quests, level etc., and give it to your "new" character. While there is a lot of stuff to pay attention to, compared to creating a whole new character, they already save all that information anyways. Additionally, many game alredy allow you to change your race temporarily, either as a skill, like, a werewolf can choose between normal and wolf form, changing stats and skills accordingly, or as an effect during a quest, like you got cursed, or someone cast a veil on you, making you look like race x, so you can infiltrate their base. The additional effort to allow the user to change it on demand is not really high. Certainly not $10 or more, when you can play for that a whole month, seeing dozens of areas, creating several characters, doing hundreds of quests etc. That stuff has to be created, too, but they allow you to have it all for $15.
Enabling users to change the name after the character was created has the same cost?
It's different with additional items, especially skins. You can copy and paste an item and switch some stats around, change the name..at least, if done right, so that the weapon/armor is balanced, that the lore fits etc., it's more effort then a name change. And skins, if it's not only a new color, certainly take a while, and if they are only there to be sold, the price is somewhat justified, as it is not paid for by the subscription.
Stuff like character or inventory slots though. It's a convenient way for the developers, and it's something the players like, but if the system is done right, it's only a number. The extra data that needs to be stored due to having more slots does not really cost much, seeing how cheap storage is, and how much data already needs to be stored.
It's even more stupid if you can actually gain even more storage cheaper, like when a character with 20 initial and up to 80 slots total with bags that can be acquired with ingame money is cheaper then an additional bag slot for an exisiting character, or if a whole account is cheaper then additional bag/and or char slot.
There is a development or create cost attached to stuff in the cash shop, but most effort is usually the cash shop itself, not the items and services you can buy.