For anyone looking to pick up shaders for the first time, I recommend not beginning with the book of shaders. It’s an excellent introduction to a particularly heady slice of shader programming that, in my opinion, is a blind alley for folks new to shaders. I think focusing on fragment shaders rendering as full-screen quads makes the process feel more arcane and mind-shattering than it does when you consider the frag shader’s role in a 3D rendering pipeline. In the latter context, the simultaneous invocation of every frag doesn’t feel like a puzzle to solve but a reasonable part of getting pixels onscreen as part of a 3D render. For that reason I recommend newbies work on using fragments in the context of materials that include vertex and potentially compute shaders to manipulate geometry and to replicate things like phong shading or a shader-based particle system first.
It hasn't been really added to for a long time, either. I would be surprised at this point if they decide to finish the thing, it feels like I've been checking for over a year now, but starting out on an in-progress book that isn't even 50% of the way there yet sure sounds like a great exercise in disappointment. I'd love to see it get there and cover things more widely in terms of setting up a development environment as well as everything you mentioned, though.