Ok, I was looking WAY back into the old demogame logs (DG1 and 2). Wow! We sure had a lot of confirmation votes then!
Anyway, here's what spot votes were for then:
Slider
There were many a time when this had to be adjusted. Most often, it was because we were a turn away from research. Other factors that affected it were, AI trade/research, science/commerce improvements, and other trades (for income)). The slider could, at times, be lowered from 100% to 30% (for example), and still yield the same amount of time to research, but give us more gold. The exact percentage can't be known (It's impossible to tell).
Empty Build Queues
This could fall under a new term, "Advisory Vote", which covered queues from governorless provinces (i.e., ones just captured), or ones with a lack of instructions.
Rushing Culture (courthouse for the FP -- i.e., making that city productive and happy)
The first (culture rushes) were done when domestic gave us adequate funding (with culture's approval) to rush culture in recently captured cities, and focus on ones that needed the extra border expansion (which is hard to tell, since you can't easily see the AI's culture level in each city). The 2nd was to get a city up to productive speed (WLTKD, courthouse...) to build the FP.
Lack of instructions or input (such as what to do with extra settlers)
This is common later in the game when there's many provinces, and little instructions. Perhaps this would fall under "Advisory Votes".
Upgrades during wartime
This is where Military and domestic authorized upgrades of X number of units, and the vote was on which units to upgrade. (i.e., upgrading units at a border town).
Rushing (and manuvering) a/several defensive unit(s) and/or defensive installation (improvement) to defend a city during a battle over a period of turns
This would probably be part advisory, but it's something that's turn-per-turn. It would be very inneficient if the chat were stopped every turn for the MA to assess the situation, so spot/advisory votes would be held on how to best defend a city. (The only times we were invaded, to the best of my knowledge, was the Battles of Justinian and Thebes in DG1, and the Indian Incursion in DG2, which was a surprise attack and an instant chat stopper anyway).
Where to build a wonder.
Perhaps this one could use better planning, but back then, wonders were often voted on, but not the location.
In-chat Trades
This is one that I think the current laws kill the flexibility of. The Trade Advisor could say, "Check all possible trades", but because there's no specific instructions, specific trades can't be made. Also, since the instructions are what is to be followed, the trade advisor can't 'change them'.
BTW, here's another situation where a particular trade might be cancelled:
Situation:
A resource is lost due to culture borders, or a broken trade route.
In DG1, we lost control of a gem resource because 1 AI tile expanded. (this is a *VERY* unforseen circumstance). In DG2, we took a rep hit, and a lost of trade because Rome's harbor dissapeared (twice).
I can think of another situation.
The Tech&Trade advisor's trade instruction would conflict with the FA and Military advisors instruction to go to war.
That is, suppose CivX is behind Russia, and we have a road going to Russia's capital. Russia has a road going to CivX. There's a trade connection, so we can trade. The people want to go to war with Russia, but trade wants to trade to CivX. War will ultimately sever the trade route going through Russia.
BTW, is the clause about giving the MA control over the build queues of the province being invaded still in the constitution? (That was a major part of most spot votes regarding defending cities).
Also, I think they were intended to keep the game moving (to try and play 10 turns a chat), rather than stop for every little thing. (Do we want another 10 month demogame?) I also think that the spot votes were intended to clarify unclear instructions or vague (i.e., search for trades every turn, plant a spy) from advisors.