I'm not wrong. It has tilt sensors AND accelerometers. Or rather, the latter can sense tilt without movement.
Look, you can mince words all you want, but the fact is, you said it could detect tilt, rotation, and acceleration. It cannot. It can only detect acceleration. The others can be inferred from the data, but it doesn't have any hardware specificly for detecting those things, and using the accelerometer to do it has major limitations.
From the page you quoted:
Tilt Position Sensing
* If the remote is not accelerating, the tilt of the remote can be calculated directly using the force of gravity
* If the remote is accelerating, you need to double integrate the acceleration readings to get the change in tilt relative to the last known value.
The main problem with this technique is error accumulation in our estimate of "up." Since it is unlikely the user can keep the controller in constant linear motion without injuring themselves, the TV, or their opponent, we can look for times when the total reported force is close to g = 1.0 to recenter <math>R(t=0)\,\!</math>. You have to be careful when doing this because it is possible and probably common for the Wiimote to report an acceleration close to g = 1.0 while it is accelerating. When this happens your acceleration vector does not actually point "up" and you will recenter to an incorrect R. This can happen anytime you are accelerating both downward and in the horizontal plane.
So yeah... Contrary to what I said, you CAN sense rotation and tilt at the same time with the accelerometer thanks to gravity. I knew about the affect of gravity on the accelerometer, but I didn't think you could do anything with it when the controller was being waved around with all the noise.
However, doing so is far from perfect and is subject to a whole lot of drift. Hence the need for adding the gyro so you can detect tilt and rotation properly.
In your explanation there would be no tilt sensed when the controller is at rest and games like Kororinpa and Monkey ball wouldn't work if you held the controller off-centre a bit (making the acceleromoters central).
I admit... I made a mistake there. I mentioned centrifugal force in my explanation above, but then I promptly forgot it.
So yeah, even if you're holding the accelerometer in your hand, when you twist it you still get that force on two axes... and with that you can calculate rotation. To a point.
And yes, I too doubt that their changes will result in true 1:1 motion. There's still the problem of the accelerometers getting maxxed out when you flick the remote too quickly. Also, in a youtube video I watched where the accelerations were being monitored, there seemed to be a half-second lag time between the actual movement and the reporting of said movement. That would be a hinderance to swinging a sword around, but I don't know if that lag was just a result of using the remote with a PC, or the speed at which the application updated the graph, or what.