For the record, my "Robin's Laws of good GM'ing" type is Tactician/Method Actor. (That's right - if it has a well-structured, predefined plot, I'm not interested. Then again, I'm rarely interested in being a player in any case, so...)
As for these...
Accumulating Cool Powers -- appeals to one of the most reliable human motivators: ambition; "power-gamers".
Kinda, yes, but mostly as a means to an end. 7/10
Kicking Butt -- the simplest, most primal fantasy of vented frustration: laying a thrashing on a horde of deserving bad guys.
Sort of, but I'm often flexible with who's "deserving." Also, it's very often a means to an important end. 7/10
Brilliant Planning -- hope to be rewarded for clever, careful play, in which the group gains maximum advantage while exposing itself to minimum risk; [often] historical or military buffs.
Guilty as charged - I thrive on anticlimax and "1337 skillz." If I ever find myself in a fair fight, I likely either screwed up or did it because it simply felt like the "right thing to do" for my character. 10/10
Puzzle Solving -- not only the opportunity to demonstrate one's cleverness, but also our deeply rooted impulse to make patterns out of apparent randomness. ["Puzzles" also encompass mystery stories, here.]
Puzzles - thanks, but no, thanks. Cleverness - yep. Mysteries - eh, why not. 6/10
Playing a Favorite Role -- many players like to play the same type of character over and over.
I don't, all that much, but I tend toward certain, very broad concepts. 6/10
Supercoolness -- the fantasy of being icy cool and in command [like James Bond].
Better than the opposite, at least. 7/10
Story -- the game is like a movie or television show, but one in which they're taking part in the story.
Ideally yes, but other concerns are more important to me. Still, I make my own story, so... 8/10
Psychodrama -- want to explore the psychology of their characters from the inside out.
Though I (if necessary and sometimes even if not) completely subordinate my concept at chargen to party needs, I make sure to get maximum mileage out of the end result. 10/10
Irresponsibility -- fantasize about being able to flout authority and live by their own rules.
If necessary, sure, and also for some types of campaigns, but in general I prefer to further a worthy cause and live by the rules of that group (though the ends justify quite a few dodgy means for many of my characters), rather than answering to no-one. 6/10
Setting Exploration -- linger in fascination over large-scale maps; chomp at the bit to head off to the far corners of the world.
To me, that's a bonus, but hardly a priority - at all. 3/10
The Outlier -- get their charge by subverting [the typical PC group] dynamic; revel in being different; love to play oddballs.
Sometimes, but most of my characters are team players (and indeed, team leaders - at least de facto, even if not in name). 3/10
So... That's Brilliant Planning, Story, and Psychodrama, then?