No, Starfox, no!
I like your "narrative space" formulation much better than a "3 pillars" formulation - even though, as I posted upthread, I want to break narrative space into a "plot determined by action resolution mechanics" component and a "scene framing determined by scene framing guidelines/mechanics" component.
The problem with focusing it on the "three pillars" is that you don't have the tools to properly analyse the following two conrasting options: the ranger has mechanics for tracking, navigating, etc - ie engaging an exploration challenge - whereas the wizard has mechanics for scrying in on the missing whatsits and then teleporting to where they are - ie bypassing an exploration challenge and reframing it as a "pick up the whatsits" scene.
Or in the social sphere: there is a big difference between a Burning Wheel Duel of Wits, or a 4e skill challenge run per the DMG guidlines, which require the players to engage the situation by declaring action, making rolls and having the GM adjudicate the unflding situation; compared to a Charm Spell or the most literal reading of a 3E Diplomacy roll, which doesn't engage the challenge but simply reframes it as one containing a friend rather than a potentially hostile independent personality.
Suppose that the player of a fighter had a "scene reframing" power of some sort such that, in any non-combat situation, s/he could change it into a combat one (eg it might be a taunt power, that turns non-hostile NPCs hostile; or a "challenge the spirits" power, so that in an exploration situation the nature spirits can be forced to duel with the PC, and if the PC wins they will lead the party where the PCs want to go). In this case, it wouldn't matter that the fighter's action resolution abilities were confined to combat, because the player would never have to engage any other sort of situation.