I think I am story-telling & wargame myself. I think the answer to this is simple. Most systems have different parts that we can measure separately, not just with this system but many others. As a simple example character creation and pre-game set-up usually looks different than the system mechanics for the main play. Other people I know enjoy social aspects to be much more freeform than the rest of the system and so on.
I mean you could, but the more finely grained you go the less general the description becomes. Right now I am trying to keep this very general.
It is a pretty good one line of each (I haven't found time to respond). I would add to war games that this also includes creating the playing pieces. So the character creation mini-game is definitely a wargame thing in this model. As for story-telling... yes that sounds about right. I usually prefer the interesting situations phrasing but maybe "making decisions based on how they will shape the story" might be a better way to do it. First it takes the "good" out of it. Not that we want bad stories but good is very subjective as you suggested later in your post.
I would probably have to get Cosi back to explain that. It came from a brief exchange we had in Fixing D&D: YOUR WAY starting at post 82. This conversation has kind of gone in a different direction, that was the spark but it fit in with a bunch of other ideas.