Imaginary Number
First Post
Another factor is the length of campaign you have in mind. If it's a 1-year wonder then you need to nail this stuff down going in, but if you're looking at a sprawling 10-or-more-year endeavour it really doesn't matter very much because you'll have time to touch on all those archetypes and more, should you and-or the players wish to do so.
For example, all three of the examples you give could be done in my current world should the players so choose; along with arabic-desert style adventuring, norse-arctic stuff, underdark crawling, inter-planar travelling, and even space-based adventuring; all to go with the Greek-themed adventuring and CSotIO*-evil-empire-bashing they've done thus far. Which of these they'll actually end up doing is of course still an open question.
I agree that length of campaign is a factor; the more sprawling your vision, the less likely that the players will want to stick to a single adventure archetype. My guess, however, is that 10-or-more-year campaigns aren't that common these days. And, even for a campaign that long, I'd still like to have some player buy-in for the starting point of the campaign even if it's understood that the campaign will wander off and develop organically afterwards.
I also agree with the point about having a campaign world big enough to accommodate the players' interests. The examples that I listed actually all took place in different parts of a homebrew setting that I put together in 1988 or 1989, and the inspiration for most of those examples came from adventure hooks that the players didn't bite on from a prior campaign. I still have some white space available in case the players come up with something I haven't fit in there yet.