Most worldbuilding checklists read like a census form for a country that doesn't exist. Here are the questions I keep coming back to, the ones that actually change how a story feels on the page.
What your characters eat tells readers more about your world than any map legend ever will. A society that roasts meat on open spits has a different relationship to fire and to communal nightfall than one that ferments vegetables in underground cellars for months.
If your world has a sun, it has agriculture. If it has agriculture, it has seasons and calendars. Pull one thread and the whole world unspools beneath it.
The language of insults reveals what a culture fears most. "Son of a motherless goat" belongs to a very different civilization than "blood traitor." One fears scarcity. The other fears contamination.
Frank Herbert built Arrakis around a single resource constraint, and from that one decision, water, he got religion, politics, clothing, language, warfare, and table manners. Most writers try to invent all of those separately, which is why most invented worlds feel like a theme park rather than a planet.
Most writers build the throne room and forget the latrine. Your world needs plumbing, literal or metaphorical. Where does the waste go. Who handles it. That person exists at the bottom of your world's social order, and they have opinions.
I'm still not sure whether it's better to build a world from the top down, starting with cosmology and working toward the price of bread, or from the bottom up, starting with what a street vendor yells at closing time and extrapolating outward. I've tried both. I've failed at both. I suspect the answer is that you do whichever one your particular story requires and you don't figure out which that is until you're already too deep to start over.
Weather is free worldbuilding. A single rainstorm changes mood, travel speed, combat tactics, and whether two characters end up sheltering together in a doorway. Most writers set their scenes in perpetual mild overcast and miss all of it.
The difference between a world and a setting is time. Settings are static backdrops. Worlds have Tuesdays. They have a day when the market doesn't open because of a holiday nobody remembers the origin of.
The only thing that makes life possible is permanent, intolerable uncertainty; not knowing what comes next.
Ursula K. Le Guin
She was talking about something larger than fiction, but it applies to worldbuilding too. The worlds that feel alive are the ones where even the author seems unsure what's around the corner.