Okay, that's your definition. Even some of what you list would need further definition (like what is proper mitigation management) though overall I wouldn't really disagree with it.
We're still missing SE's definition. SE's definition is going to be influenced by what it takes to allow the maximum number of players to continue playing if this proposed revision of Hall of the Novice were to be implemented. Their definition is likely to be barebones for things that are likely to cause a failure state for a party.
As an example (and this really is one of my pet peeves with some players) DPS standing in front of the boss so they get hit by cleaves intended to be taken only by the tank. Is it annoying? Yeah. Does it cause the group to fail? Generally no. The healer heals the DPS back up (hey, nice to have a need to heal someone for a change) and the fight continues.
It's also not always the DPS player's fault. There are still tanks that like to dance around and move the boss when there's no need, including turning it directly at the party just as the cleave is about to be used. That's something to add to basic tank competence - keep a boss that can be moved stationary and turned away from the rest of the party unless they are required to stack or there is a specific need to move the boss.