The game itself deserved much better than the attention I gave it. There are a lot of thematic ideas for both White and Black in a Classical Caro-Kann, including: the sacrificial variation 17. Nxf7!? and what Black could have done to prevent it; the ...c5 break, which could have given Black some initiative even after queenside castling; the dynamic value of minor pieces and the advantage of the two bishops (which Black unusually acquires); and what not to do in a bishop vs. knight endgame.
This was also another game that illustrated the drawbacks of not having a systematic thinking process with an important but subtle example on move 25, where Black should have asked "what changed?" after White's move and then could have found a much stronger continuation.