To construct the two vectors spanning a given angle (well, as the article says, one of them can be chosen arbitrarily, the easiest is to just use (1, 0)), you'll of course need trigonometric functions. This is exactly equivalent to how constructing a rotation matrix from an angle requires trigonometric functions, but after that you can rotate how many vectors you like with just dot products, or how constructing e^ai = sin(a) + cos(a)*i requires trigonometric functions, but after that it's just complex multiplication.
There is no mystery. Imagine a huge radius of rotation. Then a small rotation is almost like a linear shift due to the large radius. Two reflections around a small angle would mean two "half roll-overs" making it a full roll-over. That means you just shifted (rotated) the thing.
To construct the two vectors spanning a given angle (well, as the article says, one of them can be chosen arbitrarily, the easiest is to just use (1, 0)), you'll of course need trigonometric functions. This is exactly equivalent to how constructing a rotation matrix from an angle requires trigonometric functions, but after that you can rotate how many vectors you like with just dot products, or how constructing e^ai = sin(a) + cos(a)*i requires trigonometric functions, but after that it's just complex multiplication.
Another fun way to decompose 2D rotation is into three shears, originally given by Paeth in 1986: https://silmon.github.io/arbitrary-image-rotation-using-shea...
Older versions of mspaint had shear but not rotation (to arbitrary angles), and you could use the same approach to achieve rotation via shearing.
Note that to reflect a rigid, physical model of a 2D shape, you have to rotate it around the reflection axis in 3D space.
There is no mystery. Imagine a huge radius of rotation. Then a small rotation is almost like a linear shift due to the large radius. Two reflections around a small angle would mean two "half roll-overs" making it a full roll-over. That means you just shifted (rotated) the thing.
Great work