Oh, yeah, there's definitely a sort of uncertainty in the rules as written. It looks like I never mentioned it, but I was kind of thinking: you could just do it really old school, where the GM knows what's where, and the party describes how they search things, and the GM says what they find.
I took the existence of the Loot move as an indication that that wasn't the way you wanted to go, though. And there are reasons not to go that way, since it inclines itself to the table behavior of sinking time to pixel-bashing the scenery. A tailored move short-cuts that, which is probably desirable, though it could certainly be something more like John's no-roll workshop move, rather than Loot.
But I'm more interested in this: "... but can also have mini-moves specifically for the looting which gives them inspiration for neat treasure items, as well as clues and details about the other stuff in this dungeon as well as stuff that leads to other dungeons."
Because that's why crossing the line and putting this in player hands can work. For instance, right now the GM doesn't really need to detail treasure. You maybe have some ideas for magic, and you have a feel for how generous you want to be with gold, and that's enough: the Loot move lets the players cue you for this stuff. That means you don't have to plan, prep, and place it all, like you would in D&D.
Ditch the Loot move, and now you kind of do need to plan that stuff, or you need to cook up some other process for the GM to figure this stuff out on the spot.
When I'm running D&D, I'll do the prep and placement (with treasure, with clues) and be ok with it. But I don't think that would fly with me in DW.
As a for instance, John's move is interesting, but it offers me no cues. For me to respond when the players use that move, I have to already know what's there, either through D&D-style GM prep, or through some other means. For it to work for me, there has to be the 'some other means'.
So, I have no problem with having the party roll a search and (on a hit) demand information from me, even demand a certain kind of information. If the move cues me properly, I'll be able to give them something useful every time - there's plenty going on, so it's just a matter of picking something and deciding how it manifests in the scene.
Just like with the Open Your Brain move, I'll never have any reason to use some kind of "there are no clues here" clause. You'd only use that if you already knew where all the clues were, which is more prep than I'm interested in doing for a game on an AW chassis.
It's the difference between looking at my fronts, seeing goblins, and deciding (in response to a successful move) that there might be a goblin skull hidden over there ... and knowing from before the party even arrives that there's a goblin skull hidden over there, which they may or may not find.