Okay, I've added a chapter on character advancement to the guide.
Here's the link. The numbers are slightly arbitrary and likely to change in testing, but they serve to illustrate the relative costs of things.
A Wilder World uses a parallel system of Achievement Points and Experience Points. Any time you gain AP, you also get an equal number of XP. Achievement Points can be used to boost any area of your character, and can even be freely converted to Experience Points. Experience Points are used for leveling up Qualities and other skill-like advancement. There are some situations that give Experience Points but not Achievement Points; for instance, losing a battle or failing a goal. Basically, unless you turn around and go home before the adventure starts, you're getting Experience Points.
Some of the things that cost Achievement Points (attribute increases and new details) go up every time you do them, so you can count on being able to add a few new details and attribute points to your character early on but the more you do it, the more of a sustained effort it takes to improve further.
It takes both Achievement Points and Experience Points to buy a new Quality and the cost goes up the more you have, though you can skip the Achievement Points if you're buying an Advanced Quality that goes with one of your Basic qualities.
The reason for these parallel point systems is that every character is expected to go up in level, but there's no fixed progression for anything else. So you have the completely freeform Achievement Points, and the Experience Points that are mostly (but not only) useful for leveling up a Quality. You don't have to choose between leveling and advancing in other areas.
The Guide contains the rules for Advanced Qualities, but does not yet contain listings for them. That's my next step. It also mentions but does not cover Treasure-based advancement.