As to the GM's visible hand - after reading Edwards' discussion of
ouija board roleplaying, and noticing that that is applicable to some of the sessions I've GMed, I've become a bit more ready for the GM to use force, rather than faff around hoping the action resolution mechanics will get the game to an interesting place.
I think Edwards is excluding the middle here while playing a bit of a shell game.
(1) Let's postulate that the players are, in fact, capable of identifying what they would like to be doing.
(2) Ergo, when I ask them, "What are your characters doing?" They will respond with an action which they believe will let them do what they want to be doing.
(3) If I, as a GM, don't understand why they're doing action X, then we may fall into "faffing about". This is a dilemma. But it's a dilemma which is incredibly trivial to resolve when the GM says, "Why are you doing that? What are you trying to accomplish?"
Ta-da. Problem solved.
(4) The other potential source of "faffing about" would be insisting on minute simulation of intermediary steps. For example, the next point of interest in the campaign is attending a carnival in six weeks. But the GM insists on running the players through every intermediary day.
But that's just bad GMing. If you're interested in simulationism then the correct solution is zoom out to a more abstract resolution of those intermediary days. Nobody roleplays every single moment of every single day in the exact same amount of detail; so it's a bit of a strawman to suggest that the desire to do so is a problem that can only be resolved by abandoning simulationism.
Tangentially, Edwards had an incredibly poor understanding/appreciation of simulationism in the Threefold Model. In addition, when he formed the GDS he hyper-focused on the small slice of Threefold's dramatism that he personally liked, labeled that small slice Narrativism, and then shoved the rest of dramatism into simulationism. The result is, predictably, a complete mess.
This means that whenever Edwards starts talking about simulationism in one of his essays there's about a 90% chance that what he's saying is complete and utter bollocks. It will look just fine to most Edwardian Narrativists, but to anyone who actually finds Threefold simulationism appealing, it's almost certainly going to look like codswallop.
One of the weirdest thing to me, then, about the "redefinition" of railroading, is that these sorts of character-driven games- in which it is the GM's job not to build a sandbox in which the PCs wander around, but to cut straight to the chase by introducing situations into the game that speak to the attributes and relationships the player has built into his/her PC - get redescribed as railroads. Whether or not this is condescending, it's just radical misdescription.
Providing an adventure hook isn't railroading by anyone's definition. It's the point where the GM insists that the PCs take the adventure hook that railroading occurs.
One of the skills that a sandbox GM needs to develop is the capability to predict what the PCs are likely to do. These predictions aren't made in order to pre-write the script, but they are useful in guiding the GM's prep time. (Since no mortal man can prep every single detail in the game world.)
And there's a pretty simple trick to mastering this skill: Ask the players what they're planning to do and what they're interested in.
In the case of the systems you describe, these questions are formalized into the game itself. And that's incredibly useful.
To sum up: Catering to the players' taste isn't a railroad.