Well, as I said, Legends strikes me as mostly simulationist - it just goes for high-concept, "story exploration" simulation rather than a more purist-for-system simulation. But, at least as presented, to me it harked back to 2nd ed AD&D or White Wolf-style gaming, which is not narrativist in the Forge sense. Indeed, the Forge is in part a reaction against this style of gaming. Forge narrativism is about "story now" ie producing story via play, whereas AD&D 2nd ed (and Legends, as I read it) is to a significant extent about playing through a story already given (by the GM, and perhaps the player's pre-play contributions, like PC backgrounds).
And to identify Tactics as gamist seems to me to equate a particular technique - clearly defined resolution rules, battlemaps and tokens/minis, etc - with a goal of play. Games like Burning Wheel and The Riddle of Steel show that there is no inherent tendency for crunchy combat to be at odds with "story now". And in my view it's a strength of 4e that it supports a light narrativism or a light gamism with close to equal ease. Whereas D&D Tactics struck me as pushing for Lair Assault as the default mode of play, rather than just one way of using a fairly versatile system.