No worries Zmook! Of course ist time players can have questions and it helps to have answers. I wasn't trying to dissuade you from asking questions of Adam and Sage, far from it! I'm happy that you think DW will scratch that particular itch you are hoping it will.
Its just that the rules have been developing over two years and many of the systems, procedures and tags are well versed in story game play, but don't act as intended when you 'game them up'. I've played several dozen sessions of DW (and a fair bit of AW too), and haven't really felt the need to 'houserule'. I've tinkered, but always seem to fall back on the base ruleset that Adam and Sage (and Tony) have developed and worked on.
I mean, did you query tags like 'messy' in AW, or have issues with 'Opening your brain'? These have similar counterparts in DW that may be at odds with more gamist attitudes. All this aside, I'll have a crack at your questions and try to be helpful from my (heavily biased) story games standpoint.
I've had a player who played through with a level 9 wizard (and three rulesets) and had no issues with his spells or associated moves. Its a limited resource sure, but he also could also remember his spells, cast rituals, have specialist magical knowledge. He could also 'change his menu of spells' whenever he sat down and prepared spells, not be limited by the daily vancian paradigm.
Taking God Amongst the Wastes is a heavily story affecting choice. Descriptive and Prescriptive remember? The Ranger's player is making a statement and raising a flag for you as GM to what sort of story they want to play with the group, not simply because that move choice is 'more effective' than the cleric at a similar level.
I dunno, what does happen when Strider, the ever vigilant wolf companion of Athos the Ranger (who also happens to be a God fearing man amongst the wastes) is taken down by their mortal enemy Gratch the Ogre? That's a great story question, particular to my Dungeon World, but at a pinch I would say that Athos will be Defying Danger for while, and mayhap take a disability until he can train a new wolf pup.
A companions tricks are tags, just like any other. There limitations are governed prescriptively and descriptively by the fiction and by the GM following their principles and agenda.
I don't believe that Animate Dead needs a -1 ongoing. The zombie, once animated, no longer needs so much 'prayer concentration'
I think that if you determine that the cleric could walk the perimeter of the town and apply sanctuary then go for it! That sounds like an awesome story in the making :)
Repair is a level 9 spell. Its meant to be powerful, I think that how you interpret its effects shapes your Dungeon World. What you suggest with Vlad and his brood seems reasonable (and fantastic!). Also, what would happen if you failed the prayer roll?!
Yup, we played that telepathy doesn't act as as a -1 ongoing to cast spells unless the wizard is actively talking to their target.
What do you need to know about lesser magics or powerful ones? As a GM your antagonism is just that, tagged as lesser or powerful. All the questions you ask are gold for your game and the answers may be totally different to mine and that's great! So long as you follow the principles it'll work out fine. There is only one Wizard, and you are a fan of them :)
There are large open spaces in the deeps beneath the world.... Plus Tonks had learned cloudkill, and also had went on a wonderfully evocative adventure to a (hithererto unknown) ruined enchanter's tower to unearth the fabled crystal eye of Jirizzah (which he breathed life into being after a spout lore roll). The eye allowed him to scry places that he had already been and made cloudkill a spell he became renown for throughout the land, inspiring fear as he used it to curtail an invasion of bugbears - garnering the moniker 'The myst robed mage of doom' and changed his alignment to evil as a result.
Nearby is closer than far away. Seriously.
Contingency is worded correctly methinks. At least the way we played. It is a high level spell after all, and it allows the wizard to do exactly as you describe, but remember: you can only have one spell under contingency at any given time. This is a very useful spell for 'increasing your repertoire' of limited prepared spells.
You are trapping a soul. That is powerful, both narratively and mechanically. What does that say about the wizard? What soul has he trapped? What happens to the body? What other uses can the gem be put to once a soul is trapped within? These a tremulous, world-defining questions...
Mate, if you can play for long enough with a group and get to ask these sorts of questions with high level clerics and wizards, that is so very satisfying and all part of the charm that is this brilliant game :)