Things are sources of weakness not strength.
This does not seem to follow, and sticking it between two axiomatically true statements doesn't somehow make it true. There are lots of things in AW that are a source of strength. Guns, for example. Cars. Food. Fresh water. Violation gloves. Workshops. I mean, barter is just 'things that give you power' in an abstract form.
No doubt there are many things that, along with being useful, also have drawbacks, but this is a far cry from claiming that AW has some sort of weird anti-materialist angle on the usefulness of objects.
Well, sure, I'm taking a little poetic license. I probably should have said trouble or instability rather than weakness. Things are useful, of course. If you want to rely on that stuff you've found, go right ahead ;)
"It's one of the game's slogans: “there are no status quos in Apocalypse World.” You can let the players think that some arrangement or institution is reliable, if they're that foolish, but for you yourself: everything you own is, first, always and overwhelmingly, a target, Page 112."
"You should treat the characters' getting new gear and other stuff the same way you treat everything they do. That is, make Apocalypse World seem real and make the characters' lives not boring; address yourself to the character, not the player; make your move but misdirect and never speak its name; say what the principles, the rules and your prep demand, Page 236."