I'll give it a shot for a few:
GURPS (3e)
Extent of Experience: Played in multiple campaigns for a decade, ran one with a buddy
Status: Enjoyed back in the day, we had rotating GMs, and the games reflected each of the GMs quirks (pun intended I guess). Prepping stuff took a lot of time. I either skipped it or it wasn't there in the core book - but GM advice for how to make a game fun was lacking. Eventually, our group fell apart.
Verdict: Might run again, if everything was given to me on a silver platter - the setting, the adventure, all of it. So that all I had to do was read the book, generally familiarize myself with the relevant rules and then go. But today I just don't have the time to get all that stuff organized - I'm too busy nattering away on ENWorld!
Dungeon World
Extent of Experience: Ran a 12+ session campaign that came to a satisfying conclusion
Status: DW was state of the art story game pbta back in 2013 and I enjoyed the heck out of the "snowball" effect of PbtA. But there are newer better games out there now
Verdict: Would not run again. Would instead run...
Freebooters on the Frontier (mostly 2e beta)
Extent of Experience: Have played 16 sessions in a West Marches campaign that ended climactically; am currently playing in a new West Marches in a megadungeon (Arden Vul). Both with the creator. Have run 2-3 sessions with my sons over a holiday break last year. Currently in session 2 of 3 (+ a session 0) with my indie RPG group.
Status: Best old school D&D emulator on the PbtA chassis. There are other fantasy PbtA rpgs; but none that hit the old school feel of older D&D versions but also include modern narrative tech like gear economies and the wizard's magic system.
Verdict: Would play all day every day with the right group of players - maybe even with the wrong group, the game is just that good.
Monster of the Week
Extent of Experience: Played in a 3 part session with my indie RPG group
Status: Many folks mention this as their go to PbtA to introduce folks to that system. I'm on the fence. There were a bunch of times when we found gaps where none of the basic moves nor the playbook moves seemed to cover the situation. Social situations and investigative situations iirc (although maybe I'm not recalling correctly). The tropes though are well known and easy to get into the groove of it.
Verdict: Might play again after the new expansion comes out; would probably never run
Torchbearer 2e
Extent of Experience: Played in 2 different campaigns. One was in Ultraviolent Grasslands and the other was in the default setting the Middarmark (Middlemark? Middermark? something vaguely scandinavian/northern european).
Status: The Roll20 implementation of the character sheet is pretty good, I felt it added a lot to our play. That said, UVG is probably not the right setting for Torchbearer. However the campaign in the Middarmark was pretty good. There was something going on with building up our default village, which I'm not sure if the GM added that, or it was something he found on the internet? He was running for 2 groups in the same setting, and occasionally we'd hear of their adventures - and we could see the buildings they were building in our home base town. Also our 2 hour sessions with 3 players (both games) was not quite enough for folks to hit all their beliefs, goals, and instincts.
Verdict: I would run, but only with the right group and with a scenario built out so I wouldn't have to do too much prep
Fiasco (both 1e and 2e)
Extent of Experience: I have facilitated 10+ sessions of Fiasco over the years
Status: Easy to get going and onboard new players. Players need to be willing to lean into the tropes of the Coen Bros type movies. I have played when people are too protective of their character, too nice, or not really willing to get into the dark humor vibe. It does detract and impacts other folks' creativity also.
Verdict: Will definitely run again