Mission objectives simply change priority. Essentially, your combat scenario is going to boil down to the following
How long can you stay alive for, while still completing the objective......
This is probably an issue of how we choose to describe a thing rather than any disagreement of what is actually involved.
I would not use the statement that combat "boils down" to the following: "How long can you stay alive for, while still completing the objective."
As I said before, I would say that combat always involves it and tends to revolve around it. Which, in my opinion, is exactly what your examples illustrate. I'd refer to that interaction differently. This is primarily a matter of description, what we choose to emphasize in words in hopes to communicate a way to build something. What you refer to as the "subtitles" involved can be, to me, just as much the ends as they are the means to any combat system. At the end of the day I get the sense that you and I could effectively design a very similar combat model, but have made it there from a somewhat different path.
Alright, let me see if I can help here.
I think
@Daynen 's underlying concern is that a lot of games showcase a limited view of combat variety, because they rely so heavily on the damage in/out aspect without adding the depth around it/to it, without bringing (what you call) the subtleties to center stage. Choice in phrasing aside, I'd argue that he is right to want that. That his concern is a valid one. So, when he reads your statement of what "combat boils down to", it may come across as you wanting to do that same thing. Though, for what it is worth, I do not think that is necessarily your intent.
To illustrate what I think Daynens concerns are, I'll use a simple example.
How many games have a "Hunter" class, that lacks a relevant tracking/finding component? (As in, they don't actually hunt)
Most commonly a games enemy and mission mechanics either lack any real need to find or track enemies so the class then has no need for such capabilities or the designer's just don't give the hunter any enhanced capability to find and track the enemies that do.
All the "hunter" class is really made to be is a ranged damage dealer with a certain look and theme. Of course simply doing ranged damage does not properly capture what a "hunter" is by definition. A lot of times we might get a trap, a pet, or some cool ammunition types, but the most core aspects of a "Hunter", the ability to hunt something down, is missing. The "hunter" may fit on a damage in/out model just fine, and that is definitely an integral part of the class. The problem is the designer might think they have a solid version of a "hunter" simply because of that damage model. But I would argue that capturing what makes a hunter a hunter (the ability to hunt) is just as important, just as central to the class, as anything else could be.
Now, who sounds more likely to make sure the hunter can hunt and not just do damage- The designer saying "combat boils down to damage in/out" or the designer saying "damage in/out is only part of combat""?. Again, it's not to say that both designers couldn't end up making a hunter who can hunt, but one sounds more like they are actively looking for it. Actively looking for it is the key. That is, I think, what Daynen is asking for.
Hopefully you see what I mean.
I'm half afraid you'll say something like "The faster you can find the enemy the faster you can do damage to them, therefore it still boils down to damage in/out".
Which would be both true in a certain regard and essentially missing the whole point in another regard.