From the masses of posts in this and other threads, it seems like "skilled play" is more about success navigating the game-world, than character stories or themes. I'm absolutely not saying one is more skillful than the other, only that one doesn't seem like part of "skilled play" so to claim skill in that area might not affect the argument at hand.Well, that's good, because I'm not discussing quality of storytelling either! I'm talking about deftly (or not) navigating the decision points involved between advocating for your character on the one hand and holding on loosely enough to not try to impose story but let it develop through the engagement of the fiction by all participants and mechanical outputs on the other. To know when to leverage mechanical component x to influence story in a certain way and when not. (This in addition to the more classically identifiable SP elements like resource management, character build, and so on.) There may be more art to this than science, but to say that the term skill can be applied in gaming context only to the latter.... One can be a skillful artist or an unskilled engineer or vice versa.
@Manbearcat has reiterated examples in an attempt to express why DW is skilled. One might see though, that this doesn't help see why it is not "skilled": posters end up talking past one another. Or at least, that's how some of the above exchanges read to me.