Yes, it has confused me in the past. Things like horse armour used to be called micropayments/microtransactions, because they were about selling very minor non essential enhancements to the game.
I'd prefer disposable/consumable DLC to be called what it is.
We desperately need better vocabulary for this crap. And not ONLY because $100+ purchases are being called "micro" transactions. There's a huge difference between "Free to Play" Killer Instinct and F2P Candy Crush from both business and player experience perspectives. At a glance I would really like to know the difference between at least the following massively different situations:
1) Full priced (or actually free) game, with either no add on content or free add on content. No extra payments at all.
2) Game with "Expansion Pack" style DLC where all DLC adds gameplay features/areas not just cosmetics/etc. No consumables.
3) Game with paid cosmetic DLC.
4) Game with consumable microtransactions for additional currency, single use items and the like. No spending cap.
5) Games with realtime timers and microtransactions to speed them up, AKA figuratively Hitler on a stick.
Actually, the upfront buying price is the least relevant part of the game at this point IMO. I want to know what other bullshit you cram in before I get it, whether it's free or not.