DCC doesn't seem to lend itself to solo adventuring...
Not sure I agree. Our first use of DCC was with my wife as solo player and me GMing. It was a blast even if it ended in a TPK of level 0 characters. I didn't scale the adventure down quite enough but she actually made it pretty far into the O-level adventure in the rule book. The bigger problem she had with the adventure was that she was not used to old school games that required more deductive problem solving in a module to overcome encounters that are not "balanced". And that is one of the things that has plagued the last couple of editions of the "world's most popular role playing game", the indoctrination of challenge rating.
I'm not sure why more publishers do not make modules with the idea of scaling up for more players rather than scaling down. Frankly I think it is easier to scale up by adding one or two more additional monsters of that type or increasing trap damage by one or more dice.
Anyhow, let me throw my vote in for solo adventures and/or adventures for 1-2 players.