Well normally the luck type things allow you to retract things that you'd have done. Like premonitions or whatnot.
Maybe, or maybe not. Some people have fixer-upper cars, some people have fixer upper houses. But they don't want new ones, they love the old ones, and the fixing is part of the fun for them, that's part of why they love the things.
Clearly, you've never played Monopoly with some of the same folks I have, I've had games of monopoly that included selling things back for percentages of rent, and such. Negotiations with alliances and such.
Other than games that are entirely luck, no there aren't.
But for other people it does.
I was speaking of true freeform, as in collaborative storytelling stuff.
Race, Class, Nonweapon Proficiencies (if those are in effect), Weapon Proficiencies. Multi-Classing, Dual-Classing. That seems like an awful lot of customization. Furthermore you are STILL arguing that skill and systems mastery only applies to character creation and not playing the game.
It absolutely is system mastery, it involves learning the phrases that are most likely to convince others. The things that people are most likely to discuss or be convinced by, not all system mastery is knowing the game, sometimes it's knowing what works best in the game.
Exactly as I said.
Knowing that undead cause ability damage is system mastery. Knowing that dungeons are full of traps (when in the real world they aren't) is system mastery. Knowing that dragons are greedy is system mastery. Knowing how to be clever in a particular situation is system mastery.
Edit: Look you clearly are convinced that your preferences are the only acceptable ones, and that's fine. But you should know that there are people with other preferences, and those are also valid. Just because you can't understand why somebody else likes something or why it's fun for them doesn't mean it's not genuinely fun for them.