I think there is a degree of tension between the first and last of these posts.
If all the significant consequences (who feels what emotions, how they respond, what social processes unfold, who decides to rob a bank next week, etc) are being decided by the GM, then it's not really a case of
setting the parameters and then playing to see what happens. Because most of what happens isn't determined by the operation of the system, and the input parameters, at all!
This isn't just a theoretical problem either. My views on this probably are not exactly the same as
@Thomas Shey's, but the things he is saying about super hero RPGing are entirely consistent with my experiences of FRPGing with RM. The interplay of highly "simulationist" resolution in some contexts, with "GM decides" resolution in other contexts, can be a pretty unstable mixture, that causes practical issues in play.