Honestly, I don't agree with your list, even from a predominantly combat-oriented game, except maybe the first one. What I think a DM needs is an understanding of the mechanics of high magic (teleportation, resurrection, protections, attacks, etc.) so that he can create appropriate challenges and not be surprised by what his players pull off. Once he has that, he can apply that knowledge to combat or intrigue, but for me it's the real differentiator, because some things that you take for granted in the real world just don't work like that in the high magic world of high level D&D.