Nice article matey. This might be an adjacent thing wrt AI skill in games
https://blog.openai.com/dota-2/I have some thoughts on all areas you've covered but to keep things concise I'll take my favourite part of games: The Story
I totally agree about both being able to take notes from each other but also there is a type of storytelling which is just more feasible from each medium. In boardgames there is a huge capacity for emergent storytelling (see: Tales of Arabia, D&D). Ones which are written by the players as the game goes on which are only possible by how the games mechanics work; there has to be an element of divergence and player agency. This is opposed to; for instance Warhammer Quest which has the semblance of emergent storytelling but from my perspective actually lacks it entirely. The difference with Warhammer Quest is that the objective is always the same and the method of completing it is always the same. Yes, different things can and will happen in each adventure because the encounters are drawn from a deck of cards, but a wizard is always going to be looking for cards to fight with his purple stat and warriors will always be looking for red fights only progressing once the encounters are won. Comparatively, in D&D a wizard will using spells for combat same as WH but then also Charisma for speaking, Wisdom for preparation, Dexterity for reactions etc. which through failure as much as success creates the storytelling aspect.
In videogames this type of storytelling is different; on the one hand games which support the D&D model (Pillars of Eternity, Neverwinter Nights) are not good at emergent storytelling because everything has to be put into the game specifically which kills any chance of that. On the other hand fantastic examples of emergent gameplay comes from the recent spate of Rogue-likes and Rogue-lites which procedurally generate all kinds of things from encounters and levels to the heroes and villains you play as (Dungeon of the Endless, Battle Brothers) giving the player a different story, different objective and different tools to have a go at the objective. I stress 'have a go' because a key part to these games is that sometimes, luck just screws you and one particular layout could be near impossible but after you die badly, you still have an emergent story of how you got a trapped room to start with, rolled misses on your first three attacks and were killed by the giant rat meant as a tutorial.
Just looking at that one aspect of storytelling (and I have a ton more thoughts on the different methods of storytelling as well), hope that's the kind of thoughts you wanted for this