I think a few key things are missing from the list of 12, and another few things are represented but not called out explicitly in the list.
Also, the list is a somewhat confusing mix of tangibles (tools/clothes) and intangibles (religion/arts). The 'intangibles' are aspects that can very between cultures that otherwise inherit the same list of tangible factors.
Stuff like government can be listed as a tangible or intangible depending on how mechanistic your approach to the various -isms of government is.
I would suggest to separate the list into two axes one with the tangibles and one with intangibles, and reduce/merge the list of 12 mainly tangible items to keep it manageable.
On that basis, here are the most important missing tangibles:
* Climate. This is a big deal since it affects diet, sedentary or nomadic lifestyle, migration etc.
* Population Density. This is the other big deal item - I will claim that dense populations give rise to more cultural complexity and faster cultural evolution. Look at early china versus early europe. In 400 BC in China you had the massive Warring States period giving rise to works like <PERSON> 'Art Of War' and massive armies. 222
Nothing similar in sparsely populated europe. Population density is also related to climate.
The main missing intangible is myth. This falls under 'traditions' and 'language' but in terms of worldbuilding is perhaps more important than either. <PERSON> said about the Esperanto effort that it would fail because it was a language without myths. Many cultures share a common past event like a flood/deluge that are interpreted in different ways.
A cultures myths derive its moral values. Myth differences between cultures can be quantified according to relative importance of different myth archetypes - which in turn will define stuff like family values and the role of men vs women. Cultures sharing mythic archetypes like 'the flood' (indo-eurpoean culture) and those that don't share them (the mesoamericans didn't have a flood myth of the same importance) will be different as a result, all else equal.
Basically, the 'list' seems to me to be derived from a similar line of thinking that generated the Civilisation series of computer games, which may leave the world builder in danger of producing a somewhat formulaic set of cultural tropes.
The list really ought to be a two or three dimensional hierarchical structure that allows experimentation with the effects of varying a single tangible or intangible factor and that attempts to define those variables which have the most cultural impact and relegate those that represent tinkering to the lower levels. 72