Bedrockgames
I post in the voice of Christopher Walken
For the purposes of this thread I think what is important is the player facing side, or the output side of the things we're talking about. Pure GM organization isn't really that novel, nor does it bear on agency in and of itself. Social and faction interactions can be complex to run and can be baffling for players who don't have those GM notes to fall back on, even if their character would know at least some of the details in question.
So how do our various techinques, tools, and mechanics impact the decision making processes of our players? Do they make players more capable of formulating a plan without constant GM help, more knowledable about the setting and how it works, more able to bring thier character mechanics to bear on problem solving, or less?
Again, I think we come at this very much from a different perspective, so if your starting point for agency is it requires player facing techniques or mechanics, then this approach isn't going to work for you. For us, this allows us to engage with the specifics of what is going on in a way that feels right to us. None of us would claim it is novel (though you do see the occasional novel technique crop up from time to time). Our focus is on what works, and for a large number of people engaged in the style it works. Clearly though there are people who have difficulty with this approach (such as the players you mention who are baffled by the social interaction and faction component). I think that is why having alternative approaches is good. But I am not convinced that player facing stuff produces more agency. I just think the agency debate is at a bit of an impasse.
One thing I will say here, is most of how players become aware of the sects and people in the jianghu, is through interacting with the setting, talking to NPCs, and through things like knowledge rolls (we have a Sect knowledge mechanic, a places knowledge mechanic, etc). But mostly, the longer players exist in the setting, the more familiar they become with it, and the more organically this stuff arises (i.e. a player who is head of a sect or part of a sect and been playing in the campaign for a year, will know all the major players). This works especially well if the players start out as nobodies, who know no one, and are rising up in the martial world.