Fair enough, although I think Monk's green/red/blue/black version of this is the most efficient Warp World-only wincon there is. It has better ramp and warping into Dinrova Horror is the best overall way to maximize Warp efficiency.
I have been having a good deal of success with the mill version I put together, and I personally think THAT is honestly the way to make WW the most efficient in terms of a win-con by itself.
I know mill is generally bad in this meta, but that is often because of how slow and ineffectual it is in most shells. Mill actually works here, because we often aren't milling for like 3 at a time each turn. When we mill, we mill entire libraries in a single turn.
I feel like the mill plan allows us to forgo certain cards we would otherwise run to compensate for permanent count.
Cards like Inferno Titan, Cunning Sparkmage, and Dinrova Horror, which most WW decks use as a means of lowering their opponents permanent count with each cycle of WW.
Which I think is the real strength of the mill plan in regards to making WW a win-con by itself.
Going the mill route, it doesn't really matter how many permanents your opponent has on the table, either pre or post WW. Your opponent can have more permanents than you do when you cast WW and it still doesn't matter because you don't have to worry about bodies on the table being an issue in regards to winning, you don't have to worry about being able to attack through anything to still be able to win right there on the spot.
It also allows you to ignore many of the "bad" hits off of WW. You know what I am talking about, where you WW and your opponent gets lucky and hits like 2 Pelakka Wurms, an Inferno Titan, and everything else huge in the game and you are left boned unless you can manage to chain into another WW to shuffle them all away. The mill plan doesn't care what the opponent hits off WW, it doesn't care how MUCH the opponent hits off WW.
This is part of the reason I ended up dropping certain cards from my mill version like Inferno Titan. Running the mill plan, we don't really care about lowering our opponents permanent count. This allows us to focus more on things which increase our own permanent count, which make WW more consistent both in terms of hitting the mana to chain WW, but also the consistency in which we can mill an opponent out with 1-2 casts of WW.
I normally don't defend trying to make mill work in this format, but this is the one instance where it has actually managed to work quite well in my testing. Mostly because it isn't quite as slow or vulnerable as the more traditional mill decks. There really isn't a whole lot you can do to stop the mill here. In most cases, by the time you start getting milled, it is already too late and there is nothing you can do to stop it. We flip WW once or twice and the game is just over, even if Crabs eat removal they still get their triggers from WW land ETBs (although sometimes it means missing extra triggers from Cartographer).
Even Kozi and Colossus don't seem like they pose much of an issue to the mill plan here. Although Laboratory Maniac + Instant speed draw has lost me a few games. To be completely honest, I haven't run into many people running Elixir, but I doubt the reshuffle will be THAT much more difficult to work around than Kozi is, and the deck honestly deals with him rather well because of how much it is able to mill for all at once.
I still feel like the biggest limiting factor with these decks is the available mana. Having to run all basics with multiple colors can often lead to games where you just lose because of stupid mana issues (herp derp Rune-Scarred sitting in my hand doing nothing).
*Insert rant about how I hate Rune-Scarred Demon and wish wish wish I could drop it but cant because it is a necessary evil in a WW shell because of what we have available*
2 copies of WW with Rune-Scarred as our only tutor makes me a sad panda.