innerdude
Legend
. . . snip of well-intentioned reply . . .
I think you're missing the main premise of Alexander's argument. It has nothing to with "how the character is experiencing the game world." The character's experience in the game world, is the character's experience in the game world.
The premise is about how choices made as a player map to choices made by the character.
The one minute combat round is wholly associated (if unrealistic and crappily abstracted--which is another point Alexander makes, that "realism," "abstraction," and "association" can very much be orthogonal to each other). Both the player and character are making the choice, "I'm going to fight the enemies in front of me, using every combat resource at my disposal, in full out attack." The mental map is identical, hence the mechanic is associated (if unsatisfying in other ways).
The fact that the underlying "rate of movement" and "3 attacks per 2 rounds" are the mechanics for adjudicating the outcome doesn't change the fact that the underlying choice is associated.
You can have associated mechanics using a resolution as simple as a flip of a coin. Whether you think that's an "unrealistic" or "unnecessarily abstract" way of doing that resolution has nothing to do with its association, assuming the player and character's choices map to each other.