My book tries to be as accessible as possible; a high schooler with little to no knowledge of linear algebra should be able to understand all of it. So in every case I've chosen simplicity (code and/or conceptually) over performance, but without sacrificing correctness. Not always an easy balancing act!
I would not recommend anyone to write a production rasterizer using the algorithms in my book. This website seems more performance-focused (Bresenham is the obvious choice to draw lines, for example).
Specifically about clipping, you can ignore all the planes except the near plane, and everything will be fine. You'll try to draw more pixels outside the canvas but that's just slow, not problematic. The near plane does protect you from divisions by zero and from points with negative Z, which project upside down and mess things up.
Yeah, the book has a nice balance, it's precisely why I picked it up. It allowed me to get something up and running quickly, then iterate over it.