[dpost]SalyrPls[/dpost]
There is another thing, not a Rule like the double-posting one, but a request we make for good practice. Please do not quote whole posts just to indicate who you are answering. It makes the page slow to load and to scroll down, especially for those who are accessing this on their phones. Instead, if you want to make it clear who you are replying to, use the @memberusername convention, like this:
@SalyrPls Tagging someone like this also lets them know you have replied, if they have that option turned on in their Preferences.
Turning now to your question, you are right that everyone will probably give a slightly different answer. For me personally, I enjoy the story almost as much as the game play. But in game play I include more than just the battle system. For example, is there exploration that is rewarded? I much prefer 'finding' some of my loot rather than have every single item in a chest, but there are others for whom this would be a total turn off.
Reading what you have written it seems to me that game play is your strength, rather than story telling. I may be wrong, you could be a great story teller, but it doesn't interest you. Whether it's a strength or an interest, that is the thing to focus on first. You will make a much better game if you use your strengths as your foundation. Once you've done that, then you can pay more attention to the other aspects, linking them back to your strength if that is the only way to motivate you to do them. e.g. You might not be interested in mapping much - ask yourself "does this map support and enhance my game play?" Notice the two verbs there - at the very least it should support, and ideally it should enhance.
Because story is important for a lot of potential players, I don't think it can be neglected too much. At the very least you should have a plausible reason why the hero party are doing what they're doing. You need to have a plausible resolution of whatever it was that set them off. What happens in between those two points is up to you.