As a character in that game with +3 Hard able to perform as any stat for any basic test other than Sharp (which the character has at +3) and Hot, well... yeah.
Not only that, but having a Savvyhead's Oftener Right to call on, with the Quarantine's Need to Know, most every test is made at +5.
As a Touchstone, I can just straight-up nominate a character to disarm/disable/kill. So, that gang? It's a weapon belonging to another character. I can disarm it. If need be I can kill the enemy gang leader.
I mean, sure, they have to be in range. That's not really a big deal, especially if I get to burn two holds on that Indomitable test and 1, cover range with a machete in hand and then 2, disarm/disable/kill.
There's little need to read a sitch or person, or manipulate or seduce them if you're going to just steamroll through whatever's in front of you; maybe ask a few NPCs for their advice on the way to maybe pick up another +1 if you think you need it (a roll using +3 Hard, +1 Need to Know means only a roll of 2 fails) and combat becomes trivial. Reading is interesting in that it gives you insight into other entity's motivations, but being able to trivialize them is a little deflating for a MC.
I know that stacking enemies - namely, overwhelming Indomitable with multiple, dangerous foes (perhaps even necessitating a "What's the nearest escape route" Sharp test at +3) is an answer, but when a character is otherwise acting pretty low-key until the shit hits the fan that comes off as a "rocks fall, everybody dies" kind of response.
I feel for the MC. I do. There are a few contrived situations where perhaps "rocks fall" is a congruous approach. But the larger trouble is that challenges don't scale, and that trouble remains.
An approach much like gang-gang warfare would be a good hack, where Level or some other generic measure of awesomeness beyond stats can be used. A Level X character facing a Level Y challenge is a net mod of +(X-Y) to the final roll. It's a simple mechanic, easily understood, and only lacking a measure of X and Y... but given AW's "fuck it" approach to mechanics, I imagine no one would be particularly distraught to apply Level (or Magnificence, or Animus, or whatever one would want to title it) as an advance, have it require all stats at -2 or greater, cost a typical XP advance, AND lower all stats by -1 when taken (as it effectively adds +1 to all stat tests), and go off on your merry way.
I mean, some benchmark Level (or Difficulty, or Challenge, or what-have-you) should be defined for every basic test such that an MC would have a decent guideline to judge test parameters (namely its Difficulty) according to examples (ie., reading a lover's person is Difficulty -2, reading a stranger's person is Difficulty 0, reading a shadowy figure in interacted with within the maelstrom who may or may not actually exist as a complete persona is Difficulty 3).
Right now, "fuck the PCs up their weak stat" is not only inadequate and contrived, it's not addressing the underlying issue of difficulty not scaling. There can be a better solution, and I'd encourage other MCs with difficulty issues to examine the idea of Level/Difficulty.