That's an interesting list - and while I agree with most of it, one of the rules probably should have been "it's okay to break the rules if you do it purposefully and well." Like, the no-blank-stares rule - sometimes, the story/character/situation CALLS for a blank stare, and you shouldn't avoid drawing it just because it's against the rules, and so on.
My own rules...
1.) One consistent colour-scheme per scene. Don't switch mid-scene, unless there has been a story-internal shift in lighting or something - like, if a house suddenly catches fire, your colour-scheme should change to fit the new situation. But other than that, leave it alone.
2.) The 180-degree rule. Keep in mind how you place your "camera"; if the scene begins with Character A on the left side, looking to the right towards Character B, you shouldn't suddenly switch unless the characters move. You shouldn't have panel 1 be Character A looking to the right at Character B, and then panel 3 be Character A looking to the left at Character B, unless Character A has walked past Character B and is now physically on the other side. If you just switch the direction people are facing in panels any old how, it'll look like they're turning around all the time - or, alternatively, like your "camera" is spinning in a circle around them. It gets confusing.
3.) Keep the action flowing from left to right within panels as much as possible. I've read a ton of manga, which is obviously read right-to-left, so this is one I struggle with and have to remind myself of; if the page is meant to be read left-to-right, the action should flow left-to-right as well. Unless there is a point to doing it the opposite way - or if you're doing one of those big panels where you draw someone moving across a panel, indicating the passage of time by drawing them in several places. There's a specific technical term for that kind of panel, but I can remember it now. I want to say "split panel", but I could be wrong.
4.) Pay attention to the placement of speech bubbles/word balloons. Not only should you make sure that the tails of said balloons point to the person who is speaking the words - or thinking the thoughts - you should also make sure that a.) the tails don't cross each other if at all possible, b.) they don't cover up parts of the character's faces, if possible (unless intentional), and c.) it's clear in which order you're supposed to read them.
5.) Vary the number of panels, and fit the number of panels to what you're drawing. A few big panels are good for slow moments, where you establish the setting and atmosphere. Splash pages should be reserved for dramatic climaxes in action, for showing a brand new environment (or a new perspective on an old one), or to convey a sense of huge size. Lots of small panels on a page results in a faster reading-tempo, and so work better with high-paced scenes - like action-sequences.
6.) Speaking of panels, it's not just the size that's important; it's the shape and the layout. Always, always keep reading-order in mind. If someone gets confused as to which panel follows which, you haven't done a good enough job.
7.) Keep font-size consistent. Different sizes is okay if you want to indicate someone whispering or shouting, but don't vary the size without purpose.
.... which all sounds rather dry and technical, but then, I did actually major in comics and visual storytelling in college, so the nitty-gritty bits of crafting a page kind of got stuck.
If you're after a good run-through of how and why comics work the way the do, Scott McCloud's books on the subject are excellent - Understanding Comics and Making Comics. They don't have everything, but they have most things, and certainly enough things to get you started.