The things you list can all be useful in creating good user stories, but none are strictly required. I do think you're approaching the problem from the wrong angle.
To really create effective user stories, you need to focus on the fact that a user story is, first and foremost, an exercise in empathy with a user. In XP (where the practice originated), the user story would actually be written by a real user and it is meant as a way to convey a need they had.
As an example, I know of a credit card company whose users were frustrated in the card selection screen that simply seeing the last 4 digits of the card wasn't enough to know which card was which. So this results in a user story something like this:
As a cardholder with multiple cards, I would like to be able to easily
tell which one is which so that I don't waste time clicking on the
wrong card.
This is a pretty good user story even without any of the checklists because it effectively expresses the needed and allows the team to empathize with the customer. From here, the team inquired how people usually told the difference between their cards and found that they used the different visual appearance of the cards, so they showed what the card visibly looked like on the screen to solve the challenge.
I don't mean to suggest that the those items you list aren't useful. On many user stories you may find in backlog refinement with the team that some or all of those items are useful tools. However, the only real litmus test I would apply to all user stories is:
Does this story help the development team effectively understand the need of the user and allow them to start creating a solution for that need?