Another possible insight. I will here look at 3 semi-fictious extreme styles of play I am going to shorthand railroady (RRY), sandboxy(SBY) and nary(NY). In all of these playstyles GM has the ultimate responsibility for framing scenes.
Your analysis falls apart a bit before it even starts, because you've put the GM in the position of having to frame scenes (a very NY approach where action is more expected to jump from one discrete scene to the next with little if any detail given to what happens between the scenes) rather than just narrate the results of resolved player-side actions on an ongoing basis without much regard as to whether or not that narration forms a discrete "scene".
That said and noted, however....
In RRY play, the GM don't care about player input at all, but are free to frame scenes according to their own grand vision.
In SBY play the players are responsible to explicitely indicate what their characters are after here and now trough action and intent descriptions. The GM is obligated to take this into consideration when framing the scene.
In NY play the players are responsible to communicate clearly what is important for and about their characters trough character descriptions and other "flags". The GM is obligated to take this into account when framing the scene.
My take:
In RRY play the GM narrates whatever she likes in whatever format she likes, the players' input is token at best. If the players do nothing, the GM just keeps on truckin'. Setting comes first.
In SBY play the GM narrates in direct reaction to what the players have their characters try to do, ideally at the same level of granularity as the players' actions. If the players do nothing, nothing happens. Setting comes first.
In NY play the GM sets and describes discrete scenes, that often appear as set pieces even if made up in the moment, in response to what the players have their characters try to do. If the players do nothing, nothing happens. Setting comes last.
Let us look at a few of the concepts we have been looking at in this thread. Be a fan of the characters are an essential tenet of NY, as that neatly summarises the last GM obligation. However it serve no scene framing purpose in RRY play. For SBY it seem like innefficient/unneccessary advice, as the players are supposed to be explicit about their desires for the new scene trough their actions. The nature of the characters that the fandom is fixated on is not supposed to be taken into account.
There's a further difference: in NY play the focus is much more on individual characters where in SBY play it's on the party as a whole. (RRY play doesn't care much about the characters either way)
For the players to make the character's life not boring also looks different in terms of scene framing. For NY, this involve making sure that the implicit signals about who the character is are inspiering the GM to frame not-boring scenes for that character. In RRY play this advice hardly make sense, as the players are in no position to affect the scene framing at all. In SBY play however, for players to make their life not boring in terms of scene framing would require them to indicate not boring actions and intent. This can make perfect sense, but will get expressed very differently in SBY play than in NY play.
In SBY play the players are free to, to some extent at least, make their characters' lives boring if they want to simply by declaring actions likely to lead to boring results. Not so much in NY play.
Finally, all styles of play want to prevent a failed roll from stalling the game - that is after a failure there should (still) be an interesting scene. A technique to assure this is that the GM bakes a reframing of the scene into the failure narration, making sure that reframed scene is interesting. This technique works fine for NY and RRY play. However it do not work for SBY play in general, as the GM do not have enough information to frame the scene according to their obligation. The players need to be given a chance to explixitely state an action and intent as input to the new framing for the GM to follow their SBY obligation.
In SBY play it's expressly the players' job to restart a stalled scene or situation. If they don't, the GM in theory just sits there and waits.