Interesting -- so if I understand you correctly, you don't think that the workspace "diceless move" is actually a Savvyhead thing in particular at all; it's just what a workspace gives you? That is, if the Hardholder happens to have a guy with a workspace in her hardhold, and feels a hankering to get her hands technically dirty today, she can just say "step aside, bub", roll up her sleeves, and use the workspace move described on the Savvyhead character sheet -- and that any difference between what the Savvyhead can do there, and what she can do, is wholly down to the fictional positioning ("well, unlike the Savvyhead, you don't happen to know how gears work, so...")
So the basic Savvyhead thing then, in terms of mechanics, is just "happens to be in possession of a workspace", and any, like "has been tinkering with things on and off for her whole life and has a weird affinity for objects" is a totally common-but-non-obligatory element of the fictional narrative, essentially separate from the mechanics?
I was sort of assuming that the Savvyhead in a workspace -- or an Angel in an infirmary -- is mechanically more than just someone standing in a workspace or an infirmary. That is, I figured that the Angel move "infirmary" means "you have obtained access to a physical space equipped to maximize your particular talents". So that if a Chopper and her gang, within the fiction, rode up to an infirmary, mowed everyone there down, and said "this here's my infirmary now", that it would be the game's mechanics -- not just the MC's reading of the fiction -- which would say "well, but that does not actually mean that you can work on patients there the way a Savvyhead works on tech".
I was imagining that even a Savvyhead without Things Speak has at least -- mechanically speaking -- a special set of skills -- if not a weird affinity for tech -- which enables the workspace move. But maybe that's not the intent. I find it hard, with both the Angel's kit and the Savvyhead's workspace, to understand if the mechanics are all about the thing, or about the dude with the thing. Is this an intentional ambiguity?
I guess there's a second point here, which is -- the dramatic tension of this particular campaign seems to be about crafting -- since that's the ideological divide that separates the PCs. So just as a campaign focussed on stealth would want the optional "sneaking" periperhal moves described in the Advanced Fuckery section, it seems to me a crafty campaign would want special moves to allow the dice to get in there. The design principle I guess being that if an issue isn't core, the MC should just go ahead and decide it, but if an issue is emotionally charged and dramatically meaningful, it's more fun for there to be a roll -- for the mechanics to do some of the heavy lifting.
In a campaign all about weaning ourselves from salvage and literally rebuilding, it seems odd that there are all these cool dice-centric moves involving barter and buying things at markets, but none about making and fixing.