Michael, I'm looking to hack AW to help support the transition from mid- to high-level play in my existing OD&D game. I agree that, as players amass followers through events in the campaign, giving them moves from the playbooks you mention is a good idea.
My intuition is that AW as written is tuned for the kind of play OD&D does at higher levels - where PCs can survive wounds that obliterate ordinary mortals, may command the resources of a castle or lead a retinue of followers, and have mojo that is more reliable and potent than a single 1st-level spell or magic arrow. My experience suggests that, around this level, the kinds of things PCs get involved in and have the power to do - woo Gynarchs, hire gangs of killers, start cults - are very loosely supported by the OD&D texts. One of the principles you can find there, though, is "adapt an existing game to suit your needs," whether that's Chainmail, Outdoor Survival, or Apocalypse World.
I suspect that the range of advancement covered by OD&D spans enough range of styles of play - from "count your torches" to "count your hirelings" to "count the revenues of your barony" to "count your supporters in the celestial court" - that, to handle it all in an AW framework, you'd want to use the 'make your character into a new playbook' advancement option to allow the game to re-tune for these different tiers.
I think a goal for me is to be able to use AW or OD&D as the situation demands - so that the AW layer would ride above the OD&D one, with an easy & fast way to take an OD&D character and generate it's AW stats.
Maybe:
- take six D&D stats, convert to modifiers as follows:
- give each one +1 if >= 13, +2 if >=16, -1 if <=8, -2 if <=5
- give a suite of modifiers based on class
- compensate somehow for randomness in stats: e.g. maximum stat bonus is 12, so you have a pool of bonuses you can use to rolls in play equal to 12-your stat bonus totals