Although the core of the article is indeed sound, webDip doesn't offer such flexibility in writing orders that older forms of play allowed so some unacquianted in gunboat might extract useless examples from it. Personally, I'm content with the foolproof order system we have here but after reading the article, I can see that a more liberal approach would have some benefits in gunboats. Although working with limited instruments is a part of gunboat's charm for me and I'm afraid others would profit from more possibilities more than I would ;)
My golden rule for gunboats is: give others the benefit of doubt. Don't underestimate the opponents, assume that they are at least as competent as you are. While contemplating orders, try to imagine what the others will think of them, whether they will get the message you're trying to convey. Be rational in communicating moves. It is much easier to decypher a move that is fundamentally sound. A predictable ally is an asset. An unpredictable ally might be more dangerous than a predictable enemy so if you often order unclear moves, you won't make it far. On the other hand, don't be afraid to pretend you're irrational on the offense. There will be moves where you have to outguess the opposition and be sure he'll try to see a pattern in your moves - if he can't see one or, even better, he thinks he knows it, you have the upper hand.