It’s not necessarily low power - a wizard in Dungeon World can do literally anything with magic, if they fulfil some stipulations from the GM. Druids turn into animals, fighters can guarantee someone lives or dies in a fight. But it does assume adventures on the scale of mortals, yes. And it can certainly be comedic but the action is going to be front and centre and pretty relentless if you play it as intended.
So you’re mostly right about it, I just wanted to get across that it’s not at all some sort of gritty, OSR-style survival dungeon crawler. It can spin out in all sorts of directions.
Agree D&D should be higher. It really isn’t generic.
You’re right but it can still be a deliberate tonal choice. No idea if it was or wasn’t with GURPS but it certainly can be. RPG designers don’t just pick a dice mechanic that they think models reality, physics and so on and hope for the best. They have other concerns in mind too, and that might include things like tone, appropriateness to setting etc. PbtA uses 2d6 and makes the 7-9 range, the most likely range, “success with complications” because that’s what we see most often in action packed and dramatic fiction: characters get what they want but in complicated ways.