How does this look to people? Is there anything that sticks out as crazy? Can you think of key monster characteristics that aren't covered?
Nothing crazy, no. But here's my 2 cents based on only two Beta playtests (plus four Basic) so far. All the damage seems off (high) to me given how I want to consistently apply it on 7-9 H&S's and on Misses when the monsters are narratively established as within range and trying to kill the PCs.
The hitpoints seem a bit high given the case that there's not much damage increase for the PCs between Basic and Beta. You moved up the bottom of the range. Were combats too short or were you not happy with the power level of the monsters relative to the PCs in some regard? The goblin warrior of the Bloodstone Idol dungeon from Basic had 5 hit points which was just a shade too high for my tastes. Now he has 6-10 hit points depending on GM interpretation.
My baseline for a good humanoid monster in a "cannon fodder" classification for Dungeon World is one where even a Wizard has a *chance* to one-shot a goblin footsoldier with his dagger. Hence, 4 hit points at most. I want my Fighters and Paladins to kill those guys a good percentage of the time and get on with the next foe. Or get on with defending their comrades from incoming damage, or any number of interesting things.
Look at it this way. If, as I infer elsewhere, your design philosophy is that applying damage is the least interesting thing a monster can do, then the the same should apply to PCs, no? If you want Dungeon World fights to be at least as much about positioning, i.e. Defying Danger and correctly Discerning Reality and such, to get into the state where they can then assign damage to the monsters, that damage should be *nasty* most of the time when it lands. When a PC goes through all that interesting stuff and then rolls a "1" or a "2" against that spear-carrier orc with 10 (!) hit points they've shaved only 10-20% of the damage needed to off him. Well... fuck. Is that really Dungeon World? Maybe it is, but I doubt it. At 10 hit points even a Fighter who's been adventuring for quite awhile is not killing that orc all the time. That looks off to me.
There is also the principle that it is easier for a GM to increase opposition as needed than it is to dial things back once the fight has begun. In my second Beta playtest, faced with a large number of bandits in an mine, the PCs retreated to to a pinch point where the bandits could only get at the PCs two at a time. Even with the 1 armor and 8 hitpoints I assigned them (at least 10 by the above rules), the combat overstayed its welcome a bit before I felt I could justify the remaining bandits retreating to fight another day. This is a case that is going to crop up in dungeons from time to time.
I really like the kind of descriptive questions you're asking and think this is a great direction.
What do you think about meta questions like, "This monster is here on this day but to add to our heroes' name, +nameless, -2 HP"
I will also echo John's "0 armor" comment.