Only thing I dont agree with is this.
Ive dabbled a bit with poker, Poker is one of the best examples imo of a deep game with low execution barrier. Its existence doesnt hurt the fact that video games should also be an accessible medium.
Sorry if I was unclear; Poker is a fine game that seems to excel in the skill tests it emphasizes. (Simple evaluation, bluffing, reading bluffs) Yomi is just not one of those tests; poker has no mechanical counter-play. (You can't for instance, play your hand in such a way that it counters your opponent's stronger hand; that would be yomi.)
Edit:
Yomi is the act of reading your opponent's mind.
A yomi state is the atom of all fighting games. It is very desirable in game design, because it provides
fractal depth. In other words, depth that repeats and goes on forever. This makes yomi states extremely strong building blocks for competitive games; almost all digital competitive games are built exclusively on yomi states at the lowest level.
The requirements of a yomi state are:
- Two sides with two options: A direct and indirect strategy
- The options might have sub-options, which usually constitute nested yomi states
- Asymmetric sides; one side is dominant
- This means his direct beat's the opponent's direct, and his indirect beats the opponent's indirect
- ...but his direct loses to the opponent's indirect, and the his indirect loses to the opponent's direct
- The decision is orientable--the dominant side has a reason to prefer his direct strategy to his indirect
- The decision is made double-blind
- This may be done in real-time by using a buffer--such as human reaction time
A simple way of describing a yomi state is "a series of counters."
Example
Let's consider

vs.

in the neutral at Luma Warp range, oriented around Wizard's Dropkick.

really wants to Wizard's Dropkick.

really wants to Speedy Star Bit or Luma Warp into a combo. We'll call these their direct moves--the ones they "most want to do" in this moment.
Direct vs. Direct
But if they indeed act at the same time, Ganon's Wizard's Dropkick jumps over Speedy Star Bit or Luma Warp, and punishes Rosalina. Pretty hard too! This means Ganon is the dominant side in this state.

wins.
Direct vs. Indirect
But of course, Rosalina could just shield. Unless the position lets Ganon edge-cancelling his move, Rosalina can grab or even smash him. Her indirect strategy of just shielding wins.

wins.
Indirect vs. Indirect
So what about Ganon's indirect strategy? Well, he can just... walk forward. If Rosalina just shields, he gets to close the distance for free. Now, while Rosalina is stuck looking dumb in her shield, Ganon is closer; he has more options, is no longer as vulnerable to Luma Warp, and can now punish Speedy Star Bit on block. (He'll probably soon consider d-tilt, grab, side-b, or other moves he can now do in this range.)

wins, though just a positional advantage.
Indirect vs. Direct
But what is Rosalina just did Speedy Star Bit or Luma Warp, like she wanted to in the first place? This will punish Ganon if he tries to move forward.

wins again.
So what if Ganon did Wizard's Dropkick to beat that? And so forth and so on; it's an endless, fractal, 4-step cycle with no ultimate solution.
The two players have to analyze each other's minds, with the full experience of all the previous events and choices of the match so far. ("Is Ganon going to just walk forward, or go ham?" and "What does Rosalina expect me to do?")
This long example might seem obtuse, but fighting games exist by creating states exactly like this
EXTREMELY rapidly, sometimes multiple in a single second. With enough variety, these solution-less choices never get old.
RPS Triangles
Rock-Paper-Scissors is a 3-way (6-way if you count both sides), symmetrical alternative to yomi states. RPS states aren't actually that interesting taken raw, because they are
non-orientable; your opponent really doesn't care which option he picks, so there's nothing to read or understand. It's kinda like baking chocolate--it's gross to just eat raw.
However, RPS as a framework does a great job of creating a design space for inducing yomi states, when asymmetric weights are applied and a pair of options collapses.
For example, virtually all fighting games are based on a Attack -> Grab -> Block -> Attack RPS foundation.
Consider out Ganon/Rosalina example. As a preface, "doing nothing" (but standing or walking) is on the abstract level a "grab", because it punishes defensive options.
In this case, Rosalina has no way to actually grab Ganondorf, and doing nothing yields her no possible advantage against anything Ganon might do.
Meanwhile, Ganon has no valid defensive options. Sure, he could block a ranged attack, but this doesn't benefit him directly. Best case, he momentarily blocks an attack, only so he can continues the grab of "doing nothing".
Thus Rosalina is playing with only attacks and blocking, and Ganon is playing only with (dominant) attacks and "grabbing." Ergo, our example yomi state emerges from the RPS foundation.
RPS frameworks are especially good at this because, with proper weights, they do a good job of instantiating a mix of yomi states that are dominant for each side.