Dungeon World is far from perfect but I could not rate it less than 5 stars simply because few books have ever had a more profound impact on my time as an RPG player and GM. As written, Dungeon World has a lot of quirks and oddities - some moves certainly feel better than others - but it heavily succeeds in what it sets out to do and that's to make a narrative forward game aimed at heroic fantasty stories. I would definitely recommend grabbing Perilous Wilds, which I think does a good job improving on some base rules and classes, and allows for really freeform storytelling. Abstracting things like journies and travel can feel weird, but it can actually lead to more organic and better told stories, as you have freedom to tailor it to the narrative needs and beats that you are in.
[5 of 5 Stars!]