AW has one solution already (sort of): If you highlight a stat that somebody can't use, you're an asshole. So, of course, Vincent says you wouldn't do that. So don't do that. And yeah, if you have three stats and two stats to use them, you'll use those two stats all the time.
As for not having all the basic moves, there are lots of solutions:
1. No move, no move. If you don't have go aggro or seize by force, you can't act violently. Your character just doesn't do that. Obviously something will have to happen before your character will turn to violence. This is great for information-collecting moves: you can get what the GM gives you or you can use a move.
2. And/or, you make Act Under Fire a little shittier, and use it whenever you don't have a more appropriate move. Then you an write some new moves to cover all sorts of Acting Under Fire situations, but that are better.
So, you mention characters start as villagers? In that case, I'd give them all Act Under Fire, and maybe Go Aggro or Seize By Force, and then they have to buy the rest of them.
3. Over in Bulwark, we've got some complicated situation with four basic moves and custom moves that expand on those.
4. Qualities! Like Nathan says. Cut out most of the options from the basic moves, and make getting more options into advanced moves. So you could have Read a Sitch but only two questions: "what should I be on the lookout for," and "who's in control here." Then one advanced move lets you ask the question: "what's my best escape route / way in / way through;" and another advanced move lets you ask all the "enemy" questions. Or the various other ways qualities work over in that sub-forum.