I don't think I fully follow this.What seems to be going on here is that you equate action with DungeonWorld's concept of "move", whereas I'm speaking of the underlying action in the gameworld. Setting up a block and tackle/pulley system in order to apply extra strength to opening a sewer hatch is an action, undertaken by a fictional character in a fictional world, and it does not matter whether the GM or one of the (other) players is declaring that action for that fictional character.
I understand that in Dungeon World, it would be count as a Move made by the GM or a player, and you're focusing on the Move, but I'm talking about actions. Somehow this has apparently misled you into thinking that I think Rule is a function of (state, action, player). I don't know how you get there, but I don't.
When I'm talking about the rules of a game, I'm talking about rules that tell the players of the game what permissible things they are allowed to do in the game - to use Suits's terminology, I am referring to the permitted "lusory means*.
So in a RPG, these rules tell the game participants - players (in the narrow sense that RPGs use that term) and GMs - what, when and how they can contribute to the shared fiction.
It is possible for a RPG to be incomplete. I discovered this about Classic Traveller a few years ago, when the players declared that their PCs hopped into their ATV to find the enemy outpost somewhere beyond the city's dome, and I reviewed the "rules" for onworld travel and discovered that they do not have anything to say about how to decide who contributes to the shared fiction in response to that action declaration, or how.
The rules of classic D&D are a bit shaky, although probably not quite as bad, if a player declares "I use a block and tackle to open the sewer hatch."
DW, on the other hand, does not have incompleteness: there is not a point at which the rules fail to specify who can add what to the fiction.