Frankly, I don't think it matters much either way. If I removed the "open the other four moves" option, it would be because that's actually very unexciting for most characters. I mean, there are seven basic moves. Advanced read a sitch and advanced read a person are called out in the rulebook for being rarely useful. Act under fire also doesn't really specify what it does, and I suspect that in many playgroups it's really not that useful either.
The big deal moves to advance are go aggro and manipulate, which both give well-defined and game-changing benefits. Seize by force and open your brain are also potentially attractive, depending on your game. (Open your brain could be good, but gives very little guidance so it's as the whim of the MC. Seize by Force gives clearly defined, useful benefits. But I played 5 session of this game without seing seize by force used once.)
Considering that advancing a move is only useful if you're good enough at that move to make a 12 with any regularity, any given character is unlikely to have more than 3 or 4 moves worth unlocking anyway.