I have read the second printing, and my group has been playing it while I have been away. It brought back one lapsed player and added 2, so something must be going right. It is an older, lower-powered style of game. I like many aspects of it in theory, but I haven't seen them in practice yet. I did hear from one long-time player that the character generation is unsatisfying (poor stats) and the module they just finished was one of the worst ever (no treasure to speak of at the end); but he is very strong on the tactics & strategy so probably misses some points of the DCC game.
My concern with adventures is that I like a story of powerful characters. When I consider running it, I am not sure that I can plug & play my existing creatures from d20 straight to DCC. I would also want to let each character have 1 random stat of 18 and starting hp = Stamina (Con) so that it would be a more heroic game. Those changes are pretty far from the character (death) funnel DCC presents, but I think it would still be interesting to start the heroes at 0 level with those changes.
I really like the ideas that 5th level is extraordinary and that magic is dangerous. I've long learned that the sweet spot for D&D is at low levels and that the magic gets the game too complicated too quickly. I think DCC hits a good spot there and then adds that monsters should be mysterious and not conform the the rules for the players. Those changes make the DM's job much easier.