I still stand by the comment I made on gaining exp on a miss. It actively encourages players to try to fail (preforming a task with their worst stats), especially when the risks are minimal. Additionally it removes incentives for taking or using stat substitution moves, as it tends to make them less rather then more rewarding. This statement is true mathematically speaking, and the comment was not intended to imply that highlighting is faultless.
I don't want to get back into things, I'd rather move forward.
I use neither system for my current WorldSystem game. It's neither dungeon world nor apocalypse world, but the experience setup might prove fruitful. I essentially have a Quest marker system, when characters take on a job, they get experience for seeing it through (successful or not). I reward experience at the end of scenes where a character preformed Acts of Heroism, Epic Narrative (when everyone around the table goes wow... damn that was cool!), or was subjected to a Crushing Defeat. Finally, I do run an end of the session type of thing, where the group asks each other Did the characters work as a team?, Did the players have fun?, for each yes they mark an exp. Finally each player asks the others, Did my character show growth? and if they agree another exp is marked. The last question tends to turn into a discussion where they share their thoughts and motivations, often in an attempt to defend their own growth--which has turned out great for self-reflection, and playing up those changes during the sessions.
I did this because when they played ApocWorld, they pretty much turned on each other and were ALWAYS each others enemy. And after 3-4 games of that people started feeling a bit bitter over certain things, despite awesome stories being told. And well, they were all playing scum bags constantly, so I changed up the system, built new playbooks/moves and set them to adventuring. <_>; Worked out really well!