I would keep most of them to be honest. The one exception being cancelInputEvents() - if you call stopInputEvents() (whcih will be called automatically from wade.stop() in 2.1 as we discussed), then that becomes redundant.
You may want to also call wade.deleteCanvases() to actually destroy the canvas elements that were created by wade.
Unloading audio and images (as well as clearing the scene) is a different thing to stopping the app, so you can keep doing that. Alternatively (and possibly even better), do this:
wade.stop();wade.stopInputEvents(); // until 2.1 is releasedwade.deleteCanvases();wade = null;
By doing the last thing (wade = null) you are essentially releasing any references to anything loaded and created by wade (including audio, images, etc). Except the references that you may have stored yourself, but the most common pattern is to store everything in wade.app (which is itself a child of wade), so setting wade to null should release all references.
This is assuming that you don't need wade for anything else after that - if you do, don't delete canvases (you may want to use wade.removeLayer() though), and don't set wade to null, but unload audio and images.