showing that the narrative may always be resolved in a manner which complies with the mechanics is completely different than showing how that produces the same quality of experience as a system in which the narrative comes first.
"Quality" is ambiguous as between "property" and "value". I assume that you're intending both.
If I want to sit at the table and come as close as possible to completely forgetting that the rules exist and just purely feel like a natural story is unfolding before and around me, and yet still have the rules there providing context and consistency, can you make a case for how 4E is the game for me?
I don't know, but I doubt it. Your psychology here is quite different from mine. For example, you apparently
are able to do this with 3E, which has a pretty serious search-and-handling time. I can't imagine playing 3E and forgetting that the rules exist. So not knowing how you achieve it with that system, I wouldn't know how to pitch it for 4e - even if it were, in principle, doable. (Which, for you, it might not be.)
This point focuses on the one instant in plot and take it out of context.
if the show featured unlikely events as key elements of every scene, and further not only dos it happen in every scene, but each character tended to have their own patterns repeating in every scene, then a big part of the audience is going to start going WTF.
What can I say? - I agree with wrecan on this. I don't think that there is a sufficient chance for the pattern to emerge in the course of actual play, especially when there is so much overlap of effects for a typically-built PC (because 4e, like 3E, favours specialised builds).
And if the powers are ones like Brute Strike, etc, which are just extra damage, than as Hussar has said upthread, this is just going to blend into the melange of crits, variable damage rolls, etc.
If what is an issue is not the actuality of pattern, but its
possibility, in some in-principle sense, then that's a different matter. I've never refrained from saying that I don't think 4e serves simulationist sensibilities very well.