I mean, the necessity of an MC move on a miss really does just bring things to a halt...
Hmmm, this is interesting. I have very rarely lacked for immediate things to say for a hard move. Following the fiction usually makes this easy. Sometimes the hardest part is picking from all the good (mean) options. And if you do lack for something to say, right after a player misses is a great time to cut away to someone else and leave a cliffhanger. That gives you time to decide.
The Harm move is also a bit more front and center...
The Harm move is pretty much exactly where it's always been. I guess I don't see that it's changed at all. We've
always made it on 0-harm, even in AW1.
Also, you need to be a little careful about knocking characters out - if I've succeeded in my attempts to
take definite hold of something, knocking me out is in many cases denying my success - because presumably I am at the mercy of the people I just "beat." And if I'm not (say they've fled because I've dismayed or frightened them), then what point does knocking me out serve? If I just come to a bit later, what was the point? And if I'm in some kind of trouble when I come to, I no longer have definite hold over the thing, do I?
Now that isn't necessarily bad or incorrect, but if it doesn't have an ironclad fictional tie, it feels like you're bagging on the PC because you can, and runs the risk of setting a confrontational tone at the table.
I'll give you a good example and a bad example. Here we go: in the previous situation with Gremlin forcing her way through the gang's blockade in The Knives, she missed SBF but chose to force her way through as her one pick, and is now clear of the blockade. She also took a point of harm. Let's say she makes the harm move and tanks it with an 11. Bad example: when her vehicle takes a bad hit, she bounces her head off the steering wheel and loses consciousness. Since she's alone, the car is uncontrolled; mercifully, the MC says it doesn't crash, but just comes to a (relatively) gentle stop up against a big rock formation. The gang (whom it must be remembered are not frightened and still hanging together) is free to act against her, to do whatever is fictionally appropriate for them to do; perhaps it follows that when Gremlin comes to, she's tightly bound and being roasted on a spit.
Good example: when her vehicle takes a bad hit, she bounces her head off the steering wheel and loses consciousness. But this time, Gremlin
isn't alone - another PC is riding shotgun. Now there's a fantastic "SHITSHITSHITSHIT!!!" moment as her passenger is frantically trying to climb all over her unconscious form in order to keep the car moving, all while avoiding the pursuing 4-wheelers (snowballing perfectly into the second character needing to
act under fire).
One is taking the ball and passing it to a teammate, the other is taking the ball and going home.
As an aside, the bad example is actually functionally equivalent to making a hard move on her miss - only you've
taken away her stuff,
captured her,
and put her in a spot all at the same time. See how that feels kind of unfair? It would feel even
more unfair if she hadn't missed the original SBF roll.