Instead of basing this work on OpenGL 3.3, I'd like to suggest you base it on OpenGL 3.2.
While I realize that many platforms have OpenGL 3.3 available, OpenGL 3.2 is currently the max supported on OS X (and it has an excellent implementation of it).
The gltut materials are excellent, and generally work on OpenGL 3.2 with very little modification. (Mainly just removing use of the layout keyword, and using a different shader version.)
I don't see a particularly compelling reason to limit yourself to OpenGL 3.3 support, when OpenGL 3.2 allows you to fulfill all of the goals of writing about a modern graphics rendering pipeline.
Alternatively, a short section providing a summary of differences between OpenGL 3.2 and 3.3 would suffice for users following along.