An aspect of role playing preferences that GNS and other "theories" does not cover is that of logistics versus story logic. (This is not a particularly novel observation.) It was brought home to me recently when thinking about the two games that have been occupying my mind recently - namely Apocalypse World and Cyberpunk 2020 - because they actually quite neatly summarise it.
Apocalypse World is mostly interested in story logic, by which I mean the following: equipment, gear, health, skills, and everything else on the character sheet, only becomes relevant inasmuch as it is interesting for generating a narrative. (Because it is a story-game, this does not mean the GM's narrative, but rather 'the narrative' in the abstract sense - the emergent story.) What is the classic example for how this operates in play? You don't keep track of ammo for guns. Ammo only runs out as a consequence of failing at a roll - i.e. when it would make events in play more interesting, story-wise. In other words, it does not obey real-world logic (e.g. the Glock you are carrying has a magazine capacity of 17 rounds, so you have 17 shots) but story logic (e.g. the Glock you are carrying has infinite ammunition unless it would be interesting if you ran out, in which case you might).
Cyberpunk 2020 is the opposite to an almost obsessive extent: money, ammunition and health is tracked very carefully, and arguably the game loses much of its drama if you don't take care to track these things (at least if, like me, you find the logistics of these sorts of thing fun in their own right). It matters if that bullet hits you in the arm for 7 damage or 8, because if it's the latter you lose the limb and if it's the former you don't. It matters that you put on a kevlar vest that morning but not a helmet, because if you get hit in the head you're dead. These things happen irrespective of whether or not it would be "interesting".
We're capable of holding different preferences, which is why I like both games, but obviously we also tend to lean one way or the other most of the time. What I like about the logistical approach to game structure is that it respects planning. Done properly (i.e. if the GM doesn't fudge dice and everybody buys into the process) it rewards players who like to think carefully and prepare for what they are doing - who approach gaming strategically. Players who plan don't run out of ammo, because they've been clever and careful. Players who do run out of ammo die or fail, because they were stupid. What I dislike about the story logic approach is that it seems, to my mind at least, to lean slightly too closely towards Dodo Bird Verdicts ("Everybody has won, and all must have prizes") - whether you play intelligently or foolishly, you are rewarded by something fun/interesting happening within the story, which is sort of a moral hazard if you think about it a bit too much.