The Sprawl is a popular Powered by the Apocalypse game that simulates Shadowrun-style criminal gigs in a gibsonesque cyberpunk world. I've been playing it recently with two separate MCs (GMs), and I've thought the game over a lot. Your insights are appreciated, here's my own take.
I like the world and the details, and I like about the transparency of PbtA. I like how focused the playbooks are. The game has some nice touchy-feely flourishes, like Directives (you get XP from doing tangential, colorful stuff) and Links (your relationship with another character has an effect on your success). Some of this was probably inherited from Apocalypse World in some form.
There's too much detail in the game for me, both in character creation, the setting creation and the actual play. Too many ways to influence the game in too small ways. It's hard to remember your options and hard to keep track of everything, especially as the game progresses, especially for someone like me, who's more interested in character and mood. Playing a Hacker felt especially complex, playing a Hunter feels more manageable.
The Sprawl has an interesting mission structure, where getting hired and paid is mechanized. The problem is, there are no hard rules for mission failure, so the MC pretty much has to decide when it fails. I think the game would profit from a more rigid mission structure that puts individual rolls in a clear context. Right now it feels the MC can just call for more rolls until she thinks the players have suffered enough. This didn't feel like a problem in AW, where there was no larger adventure structure.