Not to take anything away from Beyond, it's a great game and story (like all of QD's games IMO), but it has no place on a technical achievements of the generations list. Their games are way too limited in interaction, control, and AI. The whole thing's basically like that Shenmue Passport demo with the character heads/faces that were 10-20x more advanced/detailed than what was used in the actual game. In other words a tech demo. If you limit the scope enough, almost anyone could dump insane quality assets in a static environment, the problem is no one else gets (or perhaps wants) 10's of millions of dollars to make that type of game except QD.
Can't say I agree. Heavy Rain meets the same standards and didn't look all that amazing when it came out and struggled with performance as well. Beyond utterly crushes it while on the other hand offering more control and bigger environments. Heavy Rain shows that the points you mentioned don't immediately result in a gorgeous looking game. You still need a lot of talent and skill, which QD now has. It absolutely belongs into this list, considering just how good it looks. It's an adventure game, an established genre. Not a tech demo, unless you call every point and click adventure tech demo as well. By your definition, we could exclude a lot of games for not meeting arbitrary standards.
Look at how many posters named GoW 3. Do you agree with that? Probably yeah. The thing is, it's pretty much as linear as something as Beyond, if not even more so (Beyond has multiple open chapters). In terms of dynamic animations and physics they also use the same amount of resources (not many that is). Interaction is fairly straight forward in both (combat and jumping itself is not taxing). The only thing really that needs more resources in GoW compared to Beyond is the very limited AI. Now consider that GoW has a static camera while Beyond offers the player the ability to switch to a first person camera at any point that can move around 360 degrees, allows you to float around and go through walls and objects, 10 meters into the air and up close to every single texture at the user's will. Think about what this means in terms of rendering distance, performance and environment design.
Both games have a different list of trade-offs at the end of the day, like every other game. The point is, what one doesn't do does the other with a different feature. They both use 100% of the hardware and look gorgeous.
In conclusion, we either have to exclude a lot of games that don't meet standard x or you should just allow every genre to participate.