All those changes seem like good ones, but the playbook now only has 5 moves, which I feel is a bit too severe (yes, I know, I'm never happy ;) ).
So, some ideas for replacement moves:
Inquisition (cf deep brain scan/in-brain puppet strings)
When you have an NPC
restrained and at your mercy, roll +cool. On a 10+ hold 3, on 7-9 hold 1. You can spend a hold to ask a question relating to security (what are the watchmen shift rotas, where are the cameras, are there food tasters, etc.). If they answer, they do so honestly. If your victim can't or won't answer the question, you automatically inflict 1-harm ap on them. On a miss, they escape their bonds!
Ahead of the game (cf Bonefeel)
At the beginning of the session, roll +Sharp. On a 10+, hold 1+1. On 7-9 hold 1. At any time, either you or the MC can spend your hold to have you already be there, with the proper tools and knowledge, with or without any clear explanation why. If your hold was 1+1, take +1 forward now. On a miss, the MC holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped.
Found (cf Lost)
When you
whisper someone's name into the warp, roll +Twisted. On a hit, you know precisely where they are right now. On a 10+, you even know where they'll be for the next few hours. On a miss, they know where you are, and that you're coming for them.
Everybody eats, even that guyOld Ghosts (cf This Ends Now from the fan-made 'Loner' prestige class)
During a period of downtime, roll +Hard (?) (It's a bad stat, so probably not, but putting it forwards). On a 10+, things are just peachy. Take +1 forwards due to your good mood. On a 7-9, turns out a previous matter you thought closed isn't quite. The MC will tell you about one final score that needs settling to put it behind you. On a miss, something from your past blows up in your face, big time.
Next two are basically copy/pasted from the 'Abacus' playbook, found here:
http://apocalypse-world.com/forums/index.php?topic=2218.30. While I do like the 'not just murder' move as it is, these are alternatives, since you said you may remove it.
Served cold - when you take your time to settle a score, roll +cool. On a 10+, choose 2. On a 7-9, choose 1. On a miss, they get to choose 1 on you.
* You catch them where they're alone or vulnerable.
* They don't know you're there until you show yourself.
* It doesn't take you until next session.
Like a Ghost - when you appear from nowhere to inflict violence, roll +cool. On a 10+, you get your shot off before getting spotted and inflict harm as appropriate. On a 7-9, one of them notices you - either hightail it or trade fire.
Obviously choosing all of these would be ridiculous move bloat. But you can hopefully find a couple there that fit your image of the playbook, to get the count back up to a reasonable number.