It's not clear to me what 'new' means -- is that in the fiction, or in the game? Move triggers should be fictional if at all possible, but is this move meant to represent the PCs just knowing so many people that even when they go somewhere they've never been, they happen to know someone there? Or is it intended to be for hardholds they have visited previously (in the fictional past, but not in the actual-game=time), and therefore know someone there because of that?
If the latter, a change to something like 'when you visit a hardhold you haven't been to in awhile' might be clearer, or you could make it a straight-up meta-move I guess (some do exist, but they're mostly beginning-of-session moves.)
Because, I mean, you can achieve the 'I don't want to do all the work' part of this move by just asking questions as the MC. "Okay so you're pulling up to The Plaza and you spot someone you know -- who is it, and why do you owe them a favour?"
If the goal is to automatically generate situations with more obvious teeth, then the move is better for that, because they could miss the roll and because the 7-9 choices give you a soft move for free -- but what happens when all your PCs visit a new hardhold together, for some other important reason, and now suddenly you have 4 new NPCs, two of whom are pissed off, and one missed roll? It could get cluttered (though it shouldn't be hard to tie those NPCs in to whatever the initial situation is.) Whereas just asking questions allows you to get as much or as little help as you need.