clearstream
(He, Him)
I agree with your sense that it is non-negative, although I do not place metagame entirely outside rules (as some rules address the metagame, such as character advancement.)As more of an aside: I don't really think that TTRPGs has a good understanding or usage of the term "metagame." I personally prefer its usage or application outside of TTRPGs, particularly in video/computer games, card games (e.g., poker), and sports. The metagame, IMHO, refers to the approaches, strategies, or other aspects of the game that exist outside of the prescribed rules. This definition is also a far more neutral term and not the "naughty word" that it has become in more insular TTRPG circles where it's used almost to be analogous with a wide variety of associations (1§) such as "cheating," "BadWrongRPG," or "non-diagetic mechanics." I think that reframing "metagaming" in terms of its understanding elsewhere and then filtering out the separate issues that get lumped into the more negatively-framed sense of "metagaming" (see 1§).
A rough definition I use for metagame is - activities connected with the game that span across sessions.
So if I will play two games of chess, one on Monday and one on Wednesday, and on Tuesday I discuss strategy with a friend, that latter activity is in the metagame. Or, similarly, if I will play my character in six sessions of TB2, then when players strategize between sessions three and four, that strategizing is part of our metagame. As I noted above, I see character advancement in that light. Designing for the metagame is powerful!
EDIT You can see in my definition that if we were to take span to include falling outside of, then we can get at some of the reservations folk have about metagame-thinking (bringing information from outside the game into the game.)