I already covered the meat of this post above, but this warranted its own response.
I, and others, bring it into the conversation because you, and others, keep insisting that rules do nothing. That, because they cannot offer ironclad, flawless guarantees of no had behavior ever—IIRC, you have repeatedly used phrases to the effect of "because rules cannot make virtuous men," probably not in those exact words but close enough—it is therefore completely pointless to even try to make better rules or do anything whatsoever to address real issues actual people have.
Dungeon World shows that rules can, as I have said, help address problems. It would be foolish to simply copy it precisely for exactly the same reason that, say, copying the US/Canada Air Quality agreement in order to tackle climate change would be incredibly foolish. The details, legal, social, and scientific, are much too important to simply copy-paste a previous treaty and call it a day. You need to build something new for it to have any chance. But what the US/Canada agreement shows is that we CAN fix climate problems with properly-enforced treaties and laws. Acid rain was a huge concern even when I was a child. Nowadays, at least in North America and Europe? You never hear about it because we fixed the problem. There are still some lingering environmental issues that we'll have to solve because acid doesn't just disappear once it has rained down. But the treaty shows that we CAN successfully solve climate problems we're causing if we actually work for it.
Same for DW, and any other non-D&D rules anyone might bring up. They show that no, this isn't just pie-in-the-sky, white room, pipe-dream theory. It actually works, in real games played by real people. D&D can learn from this, and build its own tools to achieve that end. Those tools will be different in details and execution, but extremelu similar in concept and style, because Dungeon World is conceptually and stylistically modelled after D&D in the first place.
I've never said rules do nothing. I've said that I don't see how rules would change a killer DM in D&D and make them a better DM. I'm still not convinced they'd always change anything in DW because the GM could just crank the hard moves up to 11 if they wanted to "teach the players a lesson". The DM, knowing the characters, could set up a series of moves that they are likely to fail. When they fail the hard move is that rocks fall and they die. Or take 50 points of damage, assuming that's enough to kill them. It wouldn't be a good thing to do. It may not even be legal. I'm assuming it would get pushback from the players. But the same thing is going to happen in D&D - set up a no-win scenario with no way out to guarantee a TPK and the players are not going to be happy. Throw a CR 20 monster at a level 1 party and they have every right to complain. If you're the OP, you don't care.
But the rules in DW shows ... what exactly that applies to D&D? I can also show that an apple is different from an orange. The way DW works is so different as to not matter. If you can come up with some sort of rules that would help D&D, since this is a D&D forum on a D&D thread I'm all ears. But talking about how DW handles balance? Might as well talk about the rules of baseball because it would be about as useful. Which is why I was so confused for so long because I kept thinking there was a "there" there. If there is, I can't find it.
I'm not saying you are literally telling people "My favored game is better." But since it has so little relevance, that's what it seems like.