I'd say there is Actively Opposes and Passively Opposing
Passively opposition is when rules which actually hinder the task in question but banning them is essentially easy and has little rippling effects. Like how Enchantment, Divination, and Illusion spells mess up Intrigue so powerful people either all become mages, walk with mages all the time, or wear lead helmets.
I have flipped back and forth on this. My problem is that, in
most cases where such problems arise, it isn't going to be anywhere near this clean--and even when they
do, the effects are kind of...I guess "disappointing" more than deleterious per se?
That is, nixing the entirety of Divination in order to have a fun intrigue game kinda sucks. There's a lot of cool spells in there that have little to nothing to do with busting up intrigue play. And there are other spells that are
useful without being totally broken, like
zone of truth, where you have to be very clever about how you use it in order to get useful effects. Further, both of these things are "active" by the standard set out for active vs passive support. It's just that what you call "passively opposing" is easy to get rid of, while what you call "actively" opposing is difficult or complex to get rid of.
Hence why I'm kind of skeptical about calling it "passive" opposition. I guess, if we want to give a label to this, we could call it something like "entrenched opposition" vs "trivial opposition" or the like. Entrenched opposition requires uprooting significant portions of the system just to make something
possible, let alone gameplay-worthy. Trivial opposition is, as you say, closer to a line-item veto.