The product user journey. It's obvious but shows nicely where your product might have exit points and what your user desires at what time. Do your game mechanics support these layers?
SDT sets the cornerstones of an engaging game. This is so high level, it's much more true than most detailed game design listings of just stuff.
Hooked Core Loop Stolen from the Book "Hooked", one of the best books ever written! Read it!
Hedonic Adaptation is human’s tendency  to quickly return to a relatively stable level of happiness despite recent positive (or negative) events or life changes. Lives system is one of possible implementation of this theory. For example with Two Dots and other games that depend on a “lives” system, taking a break from the game actually makes you want to play it more. Although it may seem counter-intuitive to limit how much you can play in a day, this actually creates a
Some bullshit checklist - like there are millions on the web.
From Hobbyist to Pro. Supposed to be a joke but it's true.