I don't know,
@TwoSix... I just don't see how your particular definition of incompleteness in a TTRPG has as much utility as you claim.
First, many if not most TTRPGs are meant to be unbounded or open-ended, in a sense, by which I mean they implicitly or explicitly expect or permit situations in the in-game fiction to come up in the course of gameplay that the rules - including mechanical methods of resolving changes in the in-game fiction without recourse to GM adjudication - simply don't adequately cover.
Second, the vast majority of TTRPGs with a GM expect, either implicitly or explicitly, that either the GM will adjudicate both any situation that comes up that the existing rules don't cover, or the GM will adjudicate even common gameplay situations.
In short, your proposed definition of completeness with respect to TTRPGs comes across as defining
the outstanding majority of RPGs as "incomplete". You might be fine with that, but... it just seems too idiosyncratic to be a
useful definition of incomplete.
A metric that relates to what extent adjudication of gameplay is
GM says what happens versus
players say what happens versus
mechanics say what happens versus
something or someone else says what happens in a TTRPG might well be useful, but I can't see it being useful as a way of telling whether a game is "complete" or not.