Ah now I see where we differ. It's not so much on the actual definition, it's how we apply that definition.
I think the main point we clash on is simply this: (and correct me if I'm wrong of course)
You are thinking of P2W atm as an absolute. Either a game is P2W or it isn't. Now, this is true, because you CAN label a game as P2W or not, though this is mostly a subjective thing. Some games are so overtly P2W that it can become objective fact but most games don't fall into that extreme category.
I am thinking of P2W in terms of a gradient. I think of it like this:
All ingame stuff sold for RL cash that ISN'T purely visual or such, is P2W by definition. So every game that is free to play and sell XP boosters or anything like that, has P2W elements in them. These elements are P2W by simply existing. The size of them doesn't matter at this point. The only question here is if a game like LoL or Tribes Ascend or whatever is too much P2W for you or not. It's a subjective call to make. But by my standards, these games are all P2W to SOME degree simply by having that element in them. The size of the element doesn't matter. It's mere presence is enough. The rest is simply a matter of degree.
And this is why so many things are easily qualified as P2W. Whether or not you think that makes the game itself "P2W" or not is up to you.
The REASON why I think of these things like this, is because I am always against thinking about something in a way where subjective angles become "fact". One person's apple is another man's orange. So I just call them all fruits first of all and then let the rest be up for debate. Meaning, I call P2W mechanics P2W, and then I let people make up their own minds as to whether or not this makes a game "P2W".