So, Go Into Danger isn't a catch-all "do something dangerous" move. It's for when the GM has described an obvious threat, and the player says "mm, no, I can tackle that head-on and come out on top."
Example:
GM: The palace is on fire. You can see the crown prince on the other side of a wall of flames. What do you do?
Player: I grab a tapestry to defend myself, run up on to the feasting table and jump up onto the side of the wall and over the flames. I grab the prince and cover us with the tapestry so I can run out the doorway without getting burned.
GM: Well, that's going into some hella danger all right. Roll+mighty.
Player: I rolled 9, and mighty+2 makes 11.
Since she rolled 11, that means her tactic works at warding off the flames, and will continue to work until the situation changes considerably, since that one Go Into Danger roll covers the whole danger, or as much as the PC's tactics are both reasonable and employed.
However, if you are not actually going into danger, then you can't make the move. There's a wide range of interpretation of course -- if you are trying to retreat but that means risking danger, that can be going into danger, but trying to maintain your cool and take cover in the face of suppressive laser fire is explicitly not going into danger.
Divergences from my original plans
Well, assess your situation was going to be a basic move, of course, and now it is not. I really, really like this move. It is such a noir detective move... but that's the problem. This is Planet Algol. And yet, here's the thing: I gave the Sage two really awesome special moves: you can study things that aren't people with the study a person move (other classes will be able to study gods and monsters, too), and you can assess someone else's situation. Which seems to me very much like a Sage kind of thing to do.
So the obvious solution after a lot of thought was to make assess your sitch a Sage class move and free up space in the basic moves so I don't have to abandon the three-by-three move organization. Besides, the guys who play the D&D version of Planet Algol will never use that move, so it's almost pointless. Some of them might study a person because they want to know if an NPC is lying, but it's only really the AW crowd who will be assessing any sitches, and if they can hack it back in if they really want to.
I also struggled with the move names and which moves they are associated with. I finally figured it out when I decided to go with careful as a stat. I used to have skilled instead -- it was still the technology and search stat, although tech was a peripheral move. But I like careful much better because it emphasizes a personality trait that helps you make those moves, instead of being a trait about those moves (or being about the tech move actually, which was especially weird since it was a peripheral move).
Injury and Curse
So the ratings have 2 purposes. First is so you know how serious a wound is, and how close it brings you to death. I want actual character death to be paced by the game and not by the GM. This is actually very similar to the way Chris Weeks described using countdown clocks in the AW-for-gamism thread. It is a countdown clock! You add up the ratings of all your wounds and if they equal 5 or more you have died!
It is also there so you know if you have stabilized a wound or not, because then the injury rating is reduced to zero -- it no longer contributes to your immediate death, but it is still a condition that can give you a penalty die.
And curse is there for stuff that isn't really harm, like magical curses and insanity and stuff. That part is a bit fuzzier than injuries, because while I playtested the injury stuff a bit, the curse stuff never really came up.
The main point of conditions and the doom and death countdowns is to remove hit points and make each wound an actual thing in the fiction, but at the same time retain the part where the game determines when you have died, so that the GM doesn't have to make judgment calls about it and doesn't have to think about how close the PC is to filling up all five circles.