General Overview
I've played a fair amount of DCC (not as a GM though) and I love its aesthetics. Its "Van Art: The RPG" and its fun. It is amazing for one shots and short campaigns. I started with this review because its a game that wants to do many of the same things I want NGR to do, but does them in often very different ways.
A Mechanic that works really well
DCC (as far as I know) invented or at least popularized the funnel. This is a great way to have high lethality of new characters without slowing down the game. It accomplishes a similar thing to what I attempt to do with Schrodinger's characters from NGR but, and credit where credit is due, Funnels are a little more fun. Why haven't I ditched Schrodinger's character to just run funnels then? Funnels are more fun with a new party, but less fun if only one player in an existing party needs a new character.
A detail that lifts above its weight
Dwarves in DCC can smell gold. A simple little line that adds detail. Again for why I love this game with it trying to do similar things, I have always had dwarves being colour blind except for gems and precious metals, but the idea is the same, a little background detail that makes dwarves that much more fairy tale like.
Constructive Feedback
Saving throw math. Wizards roll to cast spells and they can scale up the power of their spell, for simple math the difficulty of the saving throw against their spell is what was rolled to cast the spell. Wizards gain a bonus (basically) equal to their level to casting spells. Problem, saving throws do not also go up one per level. This makes it nearly impossible to save against wizard spells when you are higher level as the saves and what you are saving against scale differently. I would suggest just making saving throws go up in the same manner and tailoring other challenges (like traps) to match level as well. If that math is weird for GMs, maybe make the saving throw against wizard spells equal to the wizard's saving throw number.