It appears that the original playbooks would be a better choice.
It is not the first version of it. It went through some development. They include everything they should. There are no crucial remarks, that you could have about them.
Why not Maezar's?
It is written with a really wierd font, which is troublesome to read by the candlelight. If you would ever want to create new bonds, you have to grab a ruler to dictate the space for them, as it hasn't been made by the author. In comparision to the original, there is no special space or a slot for counting gold pieces, that you own. However the worst above all is literally no space for writing down new pieces of equipment.
Those playbooks really need some modifications, before they can actually be used in a game.
If you have nothing to do with 3 dollars, then I guess you could choose this. A booklet could be a little more impractical, but it would not get lost so easily. This is not a big problem, but you would have to take a look for the original class' bounds and write them down. If your players enjoy drawing their characters it might be a slightly better choice. Extra space for notes is fine, but for longer campaigns it will become too small and useless in the end.
Depending on the experience of players, including basic moves in the playbook might come in handy for beginners or just be a waste of space. For this reason I print out a few copies of them and whenever someone forgets something he can just pick it up.
I definitely disrecommend following the author's advice to print it on a US letter format, but rather C3, as it would be too fine to easily read it.
If you are preparing for a campaign, I would suggest to print a few sets of tokens or some counters for the debilities. I am using it and it really solves the problem of destroying the playbooks by constantly marking and erasing the debility checkboxes.