Similar to HussarLord Zardoz said:The gamist rules you cite would only have an impact on the narrative element of the game where those rules are in conflict with preconceived notions you bring into the game.
Narrative is easier to fix than unbalanced or impractical rules.
END COMMUNICATION
Most your complaints are not about narrativism but about simulation.
Simulation is where you care about evoking a certain "feel" to the world and that PCs should be consistent to this "feel"
Generally speaking simulation is the bugbear as it tends to be in conflict with gamism and narrativism at different times.
Say the world having powerful magic-users is a defining part of the world. Different approaches to this:
Gamist - the rules are such that characters have equal power. There is a higher proportion of high-level wizards compared to other classes.
Simulation - AD&D, high-level wizards were more powerful than any other class
Narratavism - Somewhat irrelevant; all that is cared about is the story of the characters. Though you could have rules that allow for one player to play a really powerful wizard but still has no greater impact on the story than a less powerful warrior.
Within any pen and paper role playing game, the story or narrative is only as good as the DM, but the game is only as good as the rules. I will take a good game with a crappy DM over a bad game with a good DM any day.
This i completely disagree with though. i can play horrible games with a good DM and they usually are fun. Good rules with a crappy DM will almost always be a crappy game.