touhou-related:
- herding (luring) bullets to create space for you to escape when/if necessary (space is necessary for games such as Twinklestar Sprites, bosses are helpful for taking space from the opponent)
- foreseeing which areas are going to be filled by bullets (useful against Kaguya's/Nitori's/Yugi's lasers, or Sariel's grenades.. or against some patterned wall of bullets in IN's Extra Stage)
- ability to dodge random bullets (which involve seeing which areas have less bullets than others; useful in PoFV, can be coupled with foresight against Aya, for example)
- ability to be able to watch for far away attacks (fast attacks require that you are aware of them, kinda rewarding anticipation over reaction)
- ability to maneuver through slow but dense masses of bullets (this involves coordination and to a certain extent, ability to keep yourself under control; the feeling of blaming random attacks can be reduced if you use patterned attacks instead)
- ability of using fairies to clear bullets while maintaining your chain meter (in PoFV, this means not killing fairies as soon as you see them, and not spamming shots, and foreseeing placement of masses of bullets and fairies and your potential future routes). It's not really hard to feel the timing of your chain in PoFV; if you can manage it well enough, you'll have enough free time after a fairy formation is finished
- bullet-cancelling (timed boss takedowns -- there's bullet-cancelling through bombs, though this means memorization, I don't like it..)
- decision of when to attack or not, or which enemies to attack (familiar masters in IN, bullet-cancelling fairies in EoSD's 4th stage, Orin's zombie fairies, suicide-bullet spawning orbs in SA's 5th stage)
- ability to graze through streams (no point-blanking or hugging bosses, please! It's restrictive and frustrating, and not rewarding -- being successfull at point-blank grazing feels like a minimum requirement for scoring well, and frustrating, restart-worthy if you fail it)
- survival spellcards, and/or milking nonspells (either by grazing or shooting familiars during them, bullet-cancelling, etc..)
- ability to deal with aimed and patterned shots
- ability to deal with shots coming from varied directions
- ability to deal with shots of varying speeds
- ability to avoid getting walled by certain patterns
- ability to deal with some patterns which demand better reaction (Mima's final spellcard in Phantasm Romance 2.5 Plus' Another Mode)
- ability to deal with distraction-based attacks (Yuka's final spellcard in Phantasm Romance 2.5 Plus' Another Mode's 2nd stage)
- ability to dodge through thinner gaps by your side, when there's larger gaps available (which may be sometimes not be the best option, if the enemy uses aimed attacks which block that option, for example; Garra's final pattern in ESP Ra.De is an example)
there are more which I can remember, though not really useful in Touhou..