I've been wondering today whether GNS amounts to a rough stab at a factor-based modelling of player motives. It's authors were able to identify a few, and their limitation was lack of time and process to tease out more. This would make GNS not so much mistaken, as approximate and incomplete.
Baker's criticism could then be taken as right without doing away with the value of being able to point in the direction of at least some motives. Except that he seems to express skepticism where he writes
Every RPG, like every other kind of game, is its own. You can taxonomize them if you want, but then you're constructing artificial categories and cramming games into them, not learning or finding out something true about the games themselves.
You know how you can assign a given rule to Drama, Fortune or Karma, if you want, but it tells you absolutely nothing about how the rule works, or why, and it creates illusory clusters of rules instead of fostering real understanding? And the same thing with FitM vs FatE? And the same thing with Effectiveness, Resource, and Positioning? They're convenient stand-ins for what's actually going on, when what's actually going on defies such simplistic taxonomies?
And I should be super clear: it's not that I think that there are hybrid creative agendas, coexisting creative agendas, overlaps, gray areas. It's not that I think that G, N and S aren't adequate. I think that the idea of creative agendas altogether isn't adequate. Gameplay doesn't have a creative agenda. Games aren't designed to support a creative agenda.
This appears to deny the possibility of knowledge of the sort you're describing.