That's the thing though, where is the "killer cross over" in LoL? What amazing things are the 'elite' players doing to separate them? What kind of concrete examples can you provide?
Rather you ignore what I've reasoned. Discussing the skill cap takes place in a vacuum because it is a theoretical cap, just like when you discuss an engine's theoretical power or wireless' theoretical speed. In practice you never reach it, but in order to have a sane discussion you have to discount those exterior variables lest you get caught in a morass of forever trying to account for things that simply cannot be measured.
The game does only have 4 buttons, Q W E & R. Well six if you count summoner abilities I guess. More if you buy on-use items, but most of them really aren't that influential. And most champs either have a passive and/or a long ult CD (as well as summoner abilities having long CDs) so I think that most of the time the game is played with 3-5 abilities available.
This matters because of the way it limits how much thought can go into their use. If a champion has 6 abilities (best case scenario), A B C D E F, there's only so many possible ways to organize those abilities. Actually if a champion had a full complement of 6 abilities fairly readily available, I think it'd be a pretty good middle ground. However, none do. Summoner spells and ults are very long cooldowns, leaving you more often with as few as 2-4 abilities which becomes much less thoughtful because you have so few choices to make. Then take into account the logical elimination of certain abilities (eg: healing when nobody is hurt, using a buff when no enemies are present) and it narrows it down even further. My point is, fewer abilities force fewer choices to be made which homogenizes game play which makes for a low skill cap as different players playing the same champion end up doing the same things.
If someone memorizes a thousand digits of pi, it makes them a skilled memorizer. Not a skilled mathematician. A brute force attack doesn't make someone a skilled hacker, and knowing the date of every war doesn't make you a historian. I think skill is about creativity and prescience more than just drilling something into your head, but the way the champions play in LoL doesn't allow for much of that because the properties of each champion and each ability are so static. It's kind of like the difference between knowledge and intellect.
I think what skill is present comes from decision making and team playing, which as I said, you can experience in any game.
That's mostly true. I have to listen to my friends play on Vent a lot, and I mean a lot lol. But I rarely hear "Did you see that!? Holy shit!" whereas I hear "Oh man that was stupid of me." and "Man he's so dumb! Look where he is!" all the time. When they lose, they beat themselves. Which I think is fair, they're pretty smart guys but they get greedy and bored and impatient easily and make mistakes. Not their lack of skill or the other team's prowess.
By explaining that not too many minutes into the game resource management is a non issue for the majority (if not all) of champions (mana) and team fights are decided so quickly that even energy/rage/whatever champions will have had little issue with it by the time the dust settles. I played a lot of Akali (energy) and a lot of Sion (heavy mana usage and small mana pool), these are not unfamiliar concepts but runes/items/masteries/levels compensate for it so much that it's just barely a consideration beyond the earliest laning phase.
Range? Play any of the many champions with a gap closer and you'll have a pretty quick grasp on what one might consider the 'danger zone'. Just as I said already. With exceptions made to a few (predictable) skillshots there isn't much that reaches beyond that radius. Not to mention the white visual cues when readying an ability, I mean it shows you precisely where you are in relation to your opponent.
Damage? Simple enough as paying attention when you hit them or even just checking out your tooltip and their armor. Particularly considering how buggy the health bars can be.
Are you even reading the posts? I said I played a lot of LoL and quit, I had a few hundred games under my belt since it and WoW are about the only thing my friends play so I chose the lesser of two evils to play with them
Eventually I got tired of the monotony and how long it took to play even one game and frustrated with the game's design. I think it's bad PvP, simple as that.
Just because there's a lot of money behind it doesn't make it good. It just means it's popular. And I think you'd be hard pressed here in the PC gaming of all places to really argue that popularity equates to quality