I agree that we are getting hung up, but I would suggest that we are mixing up game ethics, gaming styles and even desired styles with the principles behind the rules.
IMHO A principle is an absolute statement that is amplified by other statements etc; it does not have exceptions. Compare my suggestion of the first principle against the original E:A rules:
"Every formation with a legal activation must be activated once each turn."
The basic rules allows for every formation to be activated, or for the player to declare that it is not going to be available at the start of the turn. In this respect the air and space rules are not an 'exception' because the player declares the turn that spacecraft are to be available, and aircraft always activate (though they need not necessarily arrive on table). Likewise Teleporters are either declared to be available at the start of the turn (and put on the table) or cannot 'activate' during that turn.
Taking your suggestion, we could extend this to be :-
"Every on-table formation with a legal activation must be activated once each turn".
but then we hit a problem defining the principle for off-table forces:
- "Every off-table formation with a legal activation must be activated once each turn."
seems to be unacceptable, but
- "Off-table formations may be activated once each turn, or the player may "pass" any further activations."
(allowing the player to pass the remainder of his turn) contradicts the first principle because a player cannot 'pass' with on-table formations still unactivated, and also contradicts the principle of alternative player activity and the implicit principle that the player declares the formations available to him at the start of the turn (by effectively declaring they are no longer available).
It also raises the question "why were aircraft given the 'stand down' activation' if they can 'pass' to achieve the same result?" (quite apart from including an exception within the statement)
Hena, Zombo and others express the game ethics that it is "unfair" to 'stall', or that the game is "designed/intended" to be played on-table but these sentiments are expressions of style or desire; it is also "unfair" to 'snipe' with aircraft. IMHO it is the attempts to include these 'desires' within the principles of the game that is actually causing the current confusions - they have only been raised since the advent of 'gates' and only come to prominence with the advent of Necrons whose major strategies and tactics involve the use of 'gates'.
In summary, "passing" contradicts the main principles behind the game, while mandating that activations must take place on-table causes problems that make this "unfair" unless the player is given the option of some form of 'passing' activation.
I do understand that others use different 'styles' or 'ethics', and these may also vary depending on the game setting, but, and I stress this, these attitudes should not alter the underlying game principles. Rather the lists must contain 'exceptions' (special rules) to these principles where absolutely necessary (like the Necrons use of gates, or perhaps the use of gates in general) or 'guidance' to players to "play fair" (for 'sniping' etc).