Finally managed to compose a complete reply.
OK? It's not meant to be exhaustive or exclusive.
So useless?
I would hope that when you describe your world, you at least try to make the descriptions a bit interesting and engaging. Unless your goal is to be as bland as possible.
Well, if you want to water it down to that level..
They mean world maps, not encounter maps. As in, you don't need to fill in every square inch of your world ahead of time. It's OK if your world is "starting village, forest over there, dungeon over there."
Nope. No maps whatsoever except 3rd party modules. But then I do not make dungeon crawls.
Addressing the characters means staying in character and using their names. "Rime, you managed to nimbly leap out of the way of the dragon's breath; what do you do now?" versus "Faolyn, you didn't take any damage because of Evasion; you're next in the initiative order."
Well, if you want to water it down to "sometimes" do this. Let us then say I don't care being conscious about this, and I am sure I quite a few times adress the player.
Fair enough. I don't know how highly-magical a world DW expects and I tend to prefer lower levels of magic as well.
"Embrace the fantastic" levels. Coupled with an agenda.
If this is in response to "make a move that follows" you do this. Player does X, the NPC or world event does Y in response. Like, the PC threatens so the NPC attacks or backs down, or the PC asks for information and hands over a gold piece so the NPC gives the info or is insulted by the bribe. Or the PC steps on the wrong floor tile and triggers a trap, or the PCs are in a room where there's a lava flow so each turn they take fire damage.
This one is tricky, as moves are not a thing in D&D. I think I accurately described the intention in DW context, transfered to D&D terminology.
If you follow the link, the move is described thusly: "Monsters are fantastic creatures with their own motivations (simple or complex). Give each monster details that bring it to life: smells, sights, sounds. Give each one enough to make it real, but don’t cry when it gets beat up or overthrown. That’s what player characters do!"
In other words, if your PCs encounter zombies, then don't just say "you see three zombies." Instead, spend a few seconds to talk about the stench of their rotting bodies as they lurch across the floor. Talk about the buzzing of the flies that are attracted to their shambling corpses. Things like that.
Yes. Generic zombie 13 do not get that treatment. ("More zombies in this room"). Nor do screaming goblin raider nr 7. ("Another ambush, roll initiative")
There are, fortunately, about eleventy gazillion random fantasy name generators online. I counted.

But anyway, the text specifies NPCs with speaking rolls.
Yes. I know. That doesn't help. Dragging out a generator is even more pain than throwing out some random syllables on the fly. Still need to be noted and remembered at least for the duration of the scene.
I wonder why they would feel this was worth a full paragraph under principles..
This isn't fanboying. This is giving the PCs a chance to do cool things. If they do something cool, let them know that was awesome. if the rolls are bad and they get seriously injured, their only weapon breaks, they die, it's OK to say "yeah, that sucks, I'm sorry." But you're not making it easy for them and you're not taking it back.
Ok, I guess I am doing some cheering and condolences if you water it down that far. But I am also for instance doing some theatrical gloating on minor misfortune, which I guess isn't really according to then principle?
If you're at "think dangerous" here's the actual quote: "Everything in the world is a target. You’re thinking like an evil overlord: no single life is worth anything and there is nothing sacrosanct. Everything can be put in danger, everything can be destroyed. Nothing you create is ever protected. Whenever your eye falls on something you’ve created, think how it can be put in danger, fall apart or crumble. The world changes. Without the characters’ intervention, it changes for the worse."
If you want good to always prevail, then it will--and the PCs are that force of goodness. If you want a game where life is usually good, except for the occasional rise of evil things that the PCs put down, that's also OK. Just leave spaces for the PCs to be heroes.
Yes, and that is not following the principle as described.
What this means is that if the PCs do something, then what happens as a result of that should make sense in the fiction of the world.
Handing out an inspiration point is an act the GM does in D&D. It does not need to begin in fiction. It might end in fiction when used.
This is mostly for your BBEGs. Unless all your BBEGs have already accomplished all their goals and the PCs are just cleaning up up after them.
Situations might change, but not as a move. Ofscreen updates typically take place off-session. This would from my understanding be prep, not moves in DW parlance.
Because nothing happens isn't acceptable. When the player fails a roll (6 or less) or looks to the GM, the GM makes a move, either soft or hard.
A soft move is "this is a thing that happens" while a hard move is "this is a thing that is happening to you right now."
Exactly. Which was my point. I am not following this.
Putting the character on the spot means giving them a tough choice to make.
Highlighting a downside means things like, a PC has a criminal background and there are a lot of guards around who might recognize him. Or the PC cleric's church may not be too happy if the cleric hasn't been donating enough money to them.
Providing a tailored opportunity means things like, there's a rogue in the party, so sometimes the party will encounter locks to be picked. Or, there's a wizard in the party, so maybe they'll encounter a wizard NPC who can teach the PC a new spell.
Yes? And as I said, I am in general not doing any of these. I want to focus on the
party.
Look, you misunderstood what most of these actually mean, so even though I linked to the site where the list was explained, you don't seem to have actually read it fully.
Nope. Read them. And see above.
Which is what I've been saying all along. You do a lot of these things. I'm sure that you have NPCs interact with PCs, that you describe monsters at least a bit, that you at least occasionally use the PCs' backgrounds, even if those backgrounds are only inferred from their race/class/whatever else combo. I first read about "addressing the characters, not the players" in reading Ravenloft material, so I know it's part of D&D.
You clearly do not know my game. You do pure guesswork. D&D is 1000s of different games. You read Ravenloft, and somehow think I play according to what stands there when I have never read the module?
But you looked at the list, drew some very incorrect conclusions about what it meant, and decided it wasn't useful.
I have a bit more exposure to dungeon world than this list. I have been actively searching for a D&D alternative. I love new games. I do not discard anything lightly. I could fully see myself playing and maybe even running a DW game. I know it would look nothing like my previous D&D games.