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Even if that's true, eSport isn't always based on reflexes (e.g. card games) and I don't know about a game that's not mixed anyway.
Age really impacts your reflexes too. Guys peak at something like late teens, early twenties. If you want to balance reflex-critical games, you'd probably need different age classes.
Honestly, though, I really feel like e-sports are still awfully immature. Last I looked, the games being played weren't really specifically designed around being a spectator sport, and I don't think that the gameplay is optimized for same.
If you look at real-life spectator sports, they do a good job of letting the spectators understand the general state of the game at a glance. They tend to have a higher-intensity lower-intensity state of the game, like a ball position on the field approaching a goal.
There's a limited amount of state that any player has. It'd be perfectly possible to have individual points of view associated with different players on a field be necessary to understand what's going on. But that doesn't happen in real-life spectator sports.
Players could have different "abilities" -- like a player could "buy" their way into being able to use their arms or something like that. But sports don't do that, whereas a number of spectator video games do.
I think that real life sports are usually more-slowly-moving than e-sports. A MOBA teamfight happens very quickly, maybe a few seconds at most, requires many people to be familiar with the characteristics and abilities of all the characters, which can have radical implications for that fight. It's hard for someone not familiar with the game to follow.
Most real-life spectator sports have one thing that one can focus on to get a pretty good idea of the critical aspects of what's going on.
I will bet that in the long run, there will be competitive video-gaming as a spectator sport. But I also think that there's going to be a lot of change from where things are today, where a lot of game elements aren't really optimized for viewing.