The advancement section still mentions monster and danger levels (for comparison), even though they are now removed.
Ranger's called shot still mentions the saving throw (which is easy enough to replace with Defy Danger as suggested). We found however that its imperative (as always) to fictionally reinforce these mechanical effects, otherwise the move becomes very 4e. Perhaps a cue? Such as: On a 10+ your aim is unerringly true, detail your marksmanship....
The new bonds xp system is a good thing, but is it enough to maintain parity with Stats xp? Say the players each resolve a bond in a session, plus they each achieve an alignment goal, plus they tick all the 3 end of session 'adventuring cues'. That's still only 3-5 xp in a session. We are acheiving around 8-10 using stats (or the BBC 'keys' variant based on stats). Not that slower advancement is a bad thing, I also like how players are far more likely to level up at the end of session, thus having more of a 'player's turn' to narratively justify their advance.
Looks good Sage and Adam! Can't wait for the new playbooks!