Yeah, I think as someone who's learned from these tutorials, I have to say you have a knack for getting across concepts and code. Many books I read explain a concept really well, but I don't feel the examples given lead me towards practical solutions. Other books write fantastic code that I cut and paste and it's fantastic and I don't have to think about it. Still, I find myself stuck when I need to make changes to whatever black box I've begun using.
I think the tutorials here open the door to implementing techniques that I will be comfortable with. They are explained well enough that I can try to make them more performant or fit them in with my coding style.
I don't think it's that difficult to take many of these ideas and then implement them in Game Components. And I think it's a useful exercise to try it this way and the XNA GameComponent way... maybe you'll learn alot about performance. I know I haven't, yet.

We are increasingly living in a managed world. This means knowing just as much about what your managed host can do and do fast as well as what bogs it do. To say the "old unmanaged" world was any different is only partially correct. We've been living in a C and C++ runtime (and more than one) for many years on Windows.
I think dmf's original critique is good. We can all learn from thinking about these things.