I've ran about 8 sessions of your system now. Admittedly I have hacked/added a few elements which I like from other MotO games but the core is still there.
I really like what you've done.
Just finished with one group and currently running another (and then possibly another) though a 6ish session campaign which I've written about Shinobi Assassins. I used the point crawl tips of Electric Bastionland to help build it.
Having the setting predefined is a great idea but leaving it the GM to flesh out the specifics with useful tools and spark tables etc is a great way to go. See Carin 2e, Electric Bastionland, Swyvers etc. I always understand a setting more deeply if I've been part of the build process and a GM understanding the setting might just be biggest indicator of success of any game...
I would have personally benefited from are more concise spark tables, and organised into a 'world building procedure' (eg; Cities / Urban, Villages / Rural, Factions, Merchants, NPC's, Monsters, POI's, Weird Items etc) than what the book currently offers - but this is only because you're asking!
My unsolicited thoughts on hex/point crawls... while I do like hexcrawls... point crawls are SO much easier to manage and run in my opinion, with just as much narrative pay off as a hex. The tools in Cairn 2e and EB are a great source of how to help a GM out here.
Is either 'Crawl' needed in this version? Not at all. Is it something you would like to do? A one shot opening adventure wouldn't be out of place, but even then...? Up to you... If you do decide to do a crawl, I would maybe put it towards the end of your work schedule, that way you can at least get something released before sinking too much time.
Regardless, I watch on with interest...