*Sigh*
If you think Wurst is less readable than vjass, you sure have no idea and a tunnel vision on wc3 development.
What is that supposed to mean? WurstScript simply isn't public yet. We use it ourselves and let ppl that wanted to use it, use it.
No? WurstScript simply doesn't parse vJass, for obvious reasons.
Also, if you think developing with an outside IDE that provides tons of features the TriggerEditor even with TESH can't, you again, have a faulty vision.
vJass' generated scriptfile will be smaller and the code "theoretically" slightly faster.
Wurst offers way more comfort, a strictly typed, oop-concept which is way easier to learn, especially if you know any other programming language since the syntax is very common.
Wurst aims for an easy, stress-free development workflow, allowing the creation of maps in a relativity short time without much hassle. Common mistakes are being avoided and or checked at gametime(nullpointer e.g.).
I shouldn't really have to elborate - you can read all that in the manual.
If you want support, finished docs and stuff you have to wait for the release - there is a reason for Wurst not being released yet.