fully developed thesis on the existential reasons for secret doors, etc, etc. etc.
LOL. One of the things that makes me interested in DW is I hate detail prep. I like to think a lot about the setting and what's going on in it though. For my current 1920 Cthulhu game I read a 300 page autobiography about someone from an area the PCs were heading to so I'd know more about the setting.
I'll spend 10 hours reading up on someone who lived 80 years ago, but I hate spending 5 minutes writing up stats on them. I think DW plays nicely into that.
There seems to be a number of items that are part and parcel to the genre that are left out of the rules. And maybe for you story type guys, you have your ways of handling that, but that isn't always so clear for me coming from a mechanical system.
Nope, ran into many of the same road blocks you have and there are still things I think I'd like to handle from a mechanical perspective. I do think that the mechanics behind DW are sound though. The group all rolling on perception issue isn't unique to the game, you sort of have to handle it everywhere.
I think it can be extremely hard for someone who's "advanced" in an experience to relate to a newer point of view and see where new concepts can be a struggle for someone fresh to the experience. I think DW is going to see a lot of people asking questions on the basics as it gets more popular and since the creators are just so swamped putting out the product it'll be up to the community to help people sort of grok new concepts.
There's still some ideas and concepts I'm chewing over myself.