* Using many of the GoF/OOP patterns, because you may need extensibility at some point. Basically YAGNI.
* Complex, hard to mentally map, build systems (e.g. CMake).
* Designing for purity over simplicity (I'm actually big on FP, here I'm thinking of the Haskell crowd which IMHO sometimes overdoes it).
* Writing a complex architecture without prototyping. Often your prototype will tell you what you need. If you start architecting too much beforehand then you often waste time on some details that don't matter, and even worse, afterwards you try to force it into your architecture which doesn't actually fit the problem. The beauty of software is that it's easy to change things. Architecture on buildings is different because you need to make sure that you're not building the wrong thing. In software building the wrong thing can give you the right insights and still be faster than planning for every eventuality.