(Skipping past the back & forth with GrimGent so I can use the following as a jumping-off point.)
I guess it depends on what your intention for this is. Advice for game designers? Advice for Players and GMs (to be included in a game)? Philosophical ponderings?
I don't think there's anything breathtakingly new in the article--but that's not a complaint or criticism. I think the article is best read as a draft advice section.
Given that, first, I'd suggest having a look at Over the Edge, where you can find an advice section with a similar thrust (written by Robin Laws I think).
Second, I'd suggest making a greater effort to write in a way that doesn't show such strong marks (one might say scars) of coming out of RPG theory discussions. By this I mean both the fact that it's kind of obvious that you're struggling with an ancient dialectic, and that you take certain bits of jargon for granted (such as that horrid neologism, "yes"

).
In short I think the article could be improved a great deal by focusing on your audience and assuming that they know less than your typical RPG theory geek but also that they're less f-d up by the reifications and divisions caused by theory.