It's a nice document, as a programmer I would love to work having something like this.
But I have some issues:
1) Such level of detail in GDD guarantees there won't be anything unique or original in such game, it will be bland and overused. I mean, if you go fo original it MUST be messy and you can't plan everything, it has to be discovered not written down upfront.
2) They ignored prototype, they didn't have any plans to redesign the game based on the feedback they get from testers/players after releasing the prototype (which frequently results in a mediocre game).
3) This GDD completely lacks the promotional texts. That's the first thing I write down, how I will advertise the game, and then I tend to REDESIGN the game to fit this fun description. It's extremelly crucial and it will benefit the game.
4) That game is pretty simple, and honestly, you don't need any GDD to write something like this in the first place :) They could have just written down "let's make a game like XXX except [put a feature here]", yet again, it has some uses. If you go for unoriginal mass produced casual games that GDD is perfect to send to your programmers, they will love you for it :)