I take trayburn as saying "you seem to have crafted a specific setting, with specific names of gods and previous empires, rather than, as in apocalypse world, left things open by saying 'there was an apocalypse, there's a psychic maelstrom -- decide in play what these mean'".
So that, for instance, there's no specific name of a character, institution, place(except the quasi-place "the psychic maelstrom"), or belief system which is a mandated part of AW as opposed to an example. Your game might have mudfish and someone named Dremmer, but then again it might not. In your AW:DA game, unmodded, there's a Xristos, there was an Empire of Eagles, etc.
In other words, AW:DA is not just a ruleset, it's a ruleset with a setting, the way that, say, Runequest came to you already boxed with Glorantha.
I don't think this is a flaw. I think it goes with the setting, in the sense that in AW you have a world which has no verities; no status quos, no reliable institutions, all is in flux. The Apocalypse swept everything durable away, including history, so that even the mounds of sun-bleached Happy Meal toys have become pure signs, signifiers whose significance is lost.
While AW:DA is not quite that. There wasn't an apocalypse; there was the fall of an Empire. It's not quite the same thing. People are bound by networks of oaths, they have lineages, they have ancestral rights. Much is in flux, but much is also rooted deeply. So that the fact that there's a Xristos and a defunct Empire of Eagles when the game begins, that not everything is determined in play, reflects the experience of the characters; they were born into a rough but ordered world, however much that order may be under tension and stress and threat. It works. (Of course, it's moddable, like anything, but one's tendency in modding would be probably to replace these verities with other verities.)
I think people have a tendency to take certain aspects of AW -- there should be a sex or other per-character special move, say, or the game has no mandated setting elements, or whatever -- and treat them as given parameters which must be replicated when making an "AW hack", as opposed to things which follow from the specific worldview, milieu, and setting of AW itself. But these are flavor-first games, not structure-first games. The structure fits the flavor.