I suspect there is some cross-over some things, but also a lot of things are probably very different due to game philosophy issues (there are some things I see people do in Blades in the Dark, I think would be rare or non-existent in most living world sandboxes: doesn't make them bad, just means the crossover you are observing may be more murky if we really look into them. Also the descriptions you guys have provided of your approaches with PbTA generally hasn't lined up in my mind with these ideas (but it is possible we are talking passed one another)
Can you explain clocks to me again, because when I read about them in I remembered them being something different. My understanding was it was a way of tracking progress on things (and I do think many sandbox GMs do use things similar to clocks, but pinning it down is a different concept if I understand clocks correctly (which I might not). Pinning it down is my phrasing. I don't believe it is a unique concept to my sandboxes but it is a principle I think is shared by many, even if it is talked about in different ways.
Here is my explanation
Impartiality would include play to find out I suppose. I would want this explained again though because my impression is it is a technical term that might have specific meaning (whereas I am just taking the literal meaning of the phrase here). But impartiality isn't just about that. It is about fairness, about not taking sides, not wanting the game to go in a particular direction, letting the dice fall where they may, it is about running your NPCs honestly, and applying the rules as justly as you can, etc. For example, it isn't just play to find out, but also it is about being even-handed if two players come into conflict and trying to make sure both are treated fairly.
I suspect the trash the scenery thing might be different from there is no status quo. I would need an explanation of that principle. But trashing the scenery means, you aren't precious about things, the players can go into Long Ma Hall and try to burn it down if they want (even if long ma hall is a very important setting feature).
You are going to have got explain how clocks pertain to NPCs having their own goals and I need to know what pass decision onto NPCs is. When I say this, I mean it in the sense of living NPCs. NPCs function similar to PCs, not in the sense of being protagonists in the campaign, but in the senes of the GM runs them freely, they are trying to do things, they are pursuing their goals and agendas. They aren't stuck in one place. They don't just show up because it is cool or convenient. They aren't just there to be antagonists. If the players interact with an NPC one way, he might befriend them, another, he might be their enemy. And it isn't like you have a list of 'ifs', you simply extrapolate from what you know about the NPCs personality how they would respond. I think it also tends to emphasize that NPCs are people who can be reasoned with.