This is a great breakdown, Mystic saved me the bother of an effortpost. Here's some additional thoughts:
For my part I consider only types 5, 6, and 7 to be meaningful choices, and type 5 is frankly on thin ice, since it just leads to a dead end. So if you want to create a story that has a lot of choices, and for all those choices to be meaningful, here's some options:
1) Have a lot of type 5 choices, and some type 7 choices at key points. This one of the most favored models on this site, since it has a low burden on the author, and allows the reader to manageably explore every branch while still having plenty of agency. The downside is that, as I said above, some people don't consider type 5 choices to be meaningful.
2) Use variables to make the majority of your choices type 6 choices. This is a little more work since it requires you learn how to use the advanced editor, but it's a really good way to make sure every choice is important. You'll probably also want to sprinkle in some type 5 and type 7 choices for variety, but you can make those influenced by variables too.
Here are some ways you can use variables to make a lot of type 6 choices:
A) Player stats. Have choices impact stats, and make future choices & success rates influenced by those stats. For example, choosing to train increases your strength stat, which then unlocks the future option to bend steel bars; or makes it more likely that you will succeed at doing so. Alternatively, making a poor choice might penalize your stats.
B) Relationship trackers. This is the same as option A, but instead, the variables track your relationship with major side characters. Things you say and do will positively or negatively impact what they think of you. If you have a high value they'll be more helpful, and you'll unlock extra options with them. If it's low, they might refuse to help you, or betray you at a key juncture.
C) Ending trackers. These variables are similar, but don't become important until the end. Say you have one ending where the protagonist becomes a professional baker. You might increase the baker ending variable every time they choose to make cookies or buy a spatula. Then if at the end the baker variable is above a certain threshold, the baker ending is unlocked. You can combine this with stats and relationship trackers too.
D) Items. Again, this requires some scripting knowledge, but what items a player does and doesn't find can go a long way towards increasing player agency.
In sum: choices affect hidden variables. Then, those hidden variables influence later outcomes, such as by unlocking or restricting certain options, making chances of success for a certain choice higher or lower, or unlocking certain endings.
3) Time limits. Give the player a limited amount of clicks to accomplish their goals. Then, every choice matters because there is a limited clock. Will11's detective series does this.