I'd say your premises are off.
There is no threshold of options where a game becomes boring, unless those options are presented clumsily.
I would instead say something more like:
If there are too many options to learn to players when they are still learning, a game can be overwhelming.
If a game requires many detailed choices when they aren't needed, that game may be wasting the player's time.
If there is an excessive amount to manage in order for the action to proceed properly (for example, in games which have the player gain more and more units that all need to be given orders at the same time) then the game can become overwhelming, or practically impossible to manage everything (particularly for an un-pausable real-time game), or (in a turn-based game) take a huge amount of time to advance one turn.
While the above issues and others can be problems, they are not always simple matters of too many options being included in a game. Such issues are often problems with the way they are presented, included, or required, and the lack of ways to make them optional.
In general, as long as such details are optional, and don't slow or interfere with most play, they can be benefits that instead of being "boring", actually extend the interestingness of the game. In fact options can often solve problems that might otherwise cause the game to be impossible or annoying or dull, if they were not available.
(All of your examples of excessive detail could be needed and fun in the right context, as long as they don't get in the way of learning and usual play.)