If element JJJ is not there, then it does. If the "volume" within the fiction (to use a metaphor) that is occupred by elements A-G crowds B and JJJ, then it does.
A fiction isn't just about piling elements in. It's also about the comparative significance or weight given to those elements.
Well, I did say that "The 4e cosmology is superior to the traditional D&D cosmology for playing a game in which player convictions and thematic concerns are the main drivers".
If you don't want to play such a game - if you want to play a game which is more like "living the novel", and in which conflict is "imposed on the characters" by the GM rather than enlivened by the players in the course of PC build and action resolution - then you won't find the 4e cosmology superior. Indeed, if your main aim in playing a game is exploring the nuances of a subtle, pre-existing fiction then in my view Shemeska is right that Planescape is superior, because it has more little nooks and crannies to explore and discover. Whereas the 4e cosmology is painted in broad brushstrokes using very familiar tropes: a primeval war between the gods and the giants/titans/primordials; an inquisitive god whose curiosity tainted the world with evil; a struggle between spirit/order and matter/chaos; etc, etc. If your goal is to explore these tropes, then I would suggest reading some mythology or some well-written literature. My point was that the 4e cosmology is superior for a game in which exploration is not the main point of play.
Also, your claim that you can get that sort of play by talking to the GM outside of the game is, in my view, mistaken. Getting the GM to agree to drive the fiction in a certain direction is not the same thing as driving the events in a certain direction oneself. One may prefer one, or the other, or perhaps neither - but they are very different ways of RPGing.