Yes! That would be a sensible definition! That also is what I (and I'd wager most people) actually mean when talking about simulation in RPGs (when not specifically addressing GNS.)
To me that's more an issue in what an attack roll is meant to represent (mapping mechanics to fiction). If billed as a "to hit" roll, the name is pretty clearly indicating that a miss means you don't hit. If not billed as such, I'm fine with an attack success/fail governing degrees of damage instead. It's just a different way of dividing up the fumble/miss/hit/crit range. If such things aren't presented in terms of damage-whittling at all, you have something different again.
I think you might have lost me a bit here. If the thesis is that GNS doesn't really address 'S' systematically, then how would that relate to it being a contrast between very strongly Narrativist games and very strongly what Ron presumably would label High Concept Simulation? None of these games has a Gamist agenda whatsoever, and even in something like GDS terms I would say they are about as far from 'G' as you are likely to get in mainstream games.
I think you'd have to be MUCH more specific about what these things that GDS unpacks actually are and how that both explicates an agenda/design space and how it does so in a way that GNS fails. I'm not sure that's a topic for this thread, and I certainly understand if it isn't interesting enough to pursue (it will no doubt be contentious for some, lol).
@Malmuria
I fundamentally disagree that a game like Blades in the Dark or Apocalypse World is fundamentally less focused than adventure games like D&D 5e or Conan 2d20. You have to basically ignore the entirety of the game's text and deal with counterproductive procedures to get anything close to the same sort of play. The same could be said for the opposite direction by the way.
I agree that a game like Monsterhearts or My Life With Master is more thematically focused than 5e or Exalted, but then again so is Vampire and L5R. It's not like a trad versus Story Now thing. It's a game to game thing.
Connotationally I also really dislike the focused/narrow bit because it feels like saying traditional games are for everyone and these other games are for weird people.
Also the idea that like you can have the same sort of play experience without the technique and discipline I know is required to get you there is the biggest fundamental issue I have with that particular notion.
@pemerton like the last time you brought this up, this doesn't make any sense to me, and I don't understand why morality would have anything to do with simulationism. The association seems truly bizarre.
Ah, I see, I get that. It just that such personality mechanics are pretty rare, and I wouldn't in any way see them as an essential simulationistic element.If it helps replace simulationism with play that reinforces character concept, genre and narratives tropes. Pendragon is the quintessential example of what we would call High Concept Simulation. Its focus is feeling like an Arthurian tale. It's passions are there to ensure play resembles Arthurian drama.
A good example of the difference between Story Now play and play that reinforces character concept, genre and narratives tropes is Burning Wheel and Exalted Third Edition. Both make the characters central play, but where Burning Wheel questions those beliefs Exalted wants the player to have their character hold to those beliefs in order to play out something that's a mix of wuxia and Greek Tragedy. You get rewarded for staying true to your beliefs and punished for straying from them in Exalted. Burning Wheel just wants you to engage with them.
I always took it that GNS 'Sim' is about systems in which the environment is a source of constraints. Whether in Process Sim where the game may attempt to use mechanical and game design features to impose realistic real-world (or alternate world) constraints, or in terms of High Concept Sim where the game may attempt to impose or prioritize specific concepts and focus play around them. There ARE important differences, but each of the 'S' sub-agendas does share certain key traits. Playing in a way that focuses on those agendas tends to have key similarities for this reason. Again, I'd appeal more to @pemerton here, as he seems to have all the relevant citations near to hand.
Sure, and GNS also separates these things, while recognizing that they do share the trait of imposing constraints. While they may do so for fairly different ends, the means are functionally similar and lead to similarities in play, as well as (probably more importantly from Ron's perspective) similarities in game design.
I mean, GNS actually REALLY WELL describes 3e D&D! And for exactly the reason that its various agendas all seem to fall within 'S' primarily.
The way some people see it as a purist-for-system process sim,
I'm not entirely sure how, for example, GDS approaches explaining that. I'm not saying it can't, but TBH it doesn't seem to really go there at all AFAICT.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.