Not everything has a super specific type. The subtypes exist when a particular kind of effect is useful to be named and treated separately. It’s usually when it’s needed to make things work somewhat conventionally or there’s enough rules baggage that there needs to be a name to talk about it.
I go back and forth on whether communication its own type. There are effects that people generally associate with the name communication that are just not the same thing under this system (creating, open, and closing private chats are currently considered modification, but access to private chats is status-changing!). Giving another player a message or any other kind of literal communication that’s not in a “channel” (the abstract name of any place players usually communicate) would just be mechanical without anything more specific. The justification there is that it could be accomplished using the same primitive steps as giving feedback. There’s no reason for it to be anything more than that.
Protection has higher priority than blocking to ensure that if protection action A1 and blocking action A2 target the same player P1, that A1 resolves before A2 without needing to interrogate A1 further (under the rules, protection can prevent arbitrary effect types from being applied, not just killing, so we want a protect from blocking to be applied from a block). Under this system, protection is also distinct from blocking in terms of it what it does. A blocked action fails and does not resolve. An action that’s protected against resolves, but some of its effects aren’t applied.
“Bestowing” is likely modification, but it depends on what’s being bestowed. If you’re giving someone an item or ability or whatever, it’s modification because that effect does not naturally expire or make sense to expire (like it doesn’t really make sense to kill someone until the end of the next Day; killing explicitly has to be undone with another effect).
Voting (as an action) is also mechanical. There’s nothing it really does other than make a record that a player chose to vote for another player. Vote weight changes are status-changing. Gladiators are weird. It’s modification for the same reason creating a private chat is modification (it’s the creation of some kind of game object). It’s really similar to creating an event in a way in that it creates this thing that comes with a lot of rules baggage, and plays out on its own once started. Like, you shouldn’t be thinking of a gladiator like having anything to do with voting or deaths or whatever, a gladiator is basically a highly specific event creator. Disallowing someone to be voted would be rule-changing. An effect that says votes for a particular player are doubled or whatever is also rule-changing. It’s not status-changing because voting doesn’t interact directly interact with the player being voted for or care about that player’s characteristics. It cares about if they’re eligible to be voted for the elimination and the conditions for that belong to the game, and to adjust that, you have to change the rules of the game (rule-changing).