Yeah, everything in your Must Have list is must have, except:

1. Alignment doesn’t need to be D&D alignment, that’s an anachronism, and can be swapped out for drives or motivations like other DW supplements do. I used it to make certain statements in the text, that’s all. It’s mainly for the xp at the end of session.

2. Load and encumbrance can be ignored if your game stays in civilized settings. If you have no interest whatsoever in the crawl of hex or dungeon, it’s irrelevant (unless there’s a sitch I’ve never encountered or thought of before maybe?).

Your Useful list is just that: useful IF you care at all, but not needed if you don’t. Dungeon Planet has some good world creation procedures and gear lists if you want gadgets and whatnot.

As for your Unnecessary list:

3. I would say Last Breath is necessary and part of the basic rules. I like perilous journeys and carouse a lot, I would totally use them again if I were running any version of DW, whether SWvsM or not, but they are more useful if you care than absolutely necessary. Maybe adapt the wording a bit to suit the genre, also.

4. Compendium classes are for when players want weird advancements after unexpectedly becoming cyborg wolfoids in session 6, so I wouldn’t worry about that until it happens.

5. I probably wouldn’t use the DW monster settings but that’s just me, I like to minimize the amount of stuff I have to carry to a game. You can reskin them for sci-fi if you want monsters though, it’s probably not a big deal.

Otherwise, yeah. I mean, I would expect a classic dungeon crawl through a space station complete with load and rations and making camp to come up before money problems.