re Go Aggro: Sure, I gotcha.
Vincent's main example is I put my gun in your face and say like "Giff me ze mikrofilm or I vill schoot you," and on a 10+ if you don't give me the microfilm I get to shoot you. Another intention is the old if you just plain get out of my way then I won't actually kill you because I am just trying to get through you to my main goal which is actually not killing you. Of course that means you have to make up your mind whether or not you're going to do it before you threaten to do it.
(And if my main goal actually IS killing you and you don't fight back, then it's still go aggro.)
The difference is that when you manipulate someone your ultimate goal is to get them to do something. So you apply leverage and try to convince them and so on, switching tactics if one doesn't work, etc. With go aggro, you're pretty much past that point. Either they do what you want them to do or you're gonna pull the trigger. Their choice.
As to your moves:
I feel like convincing somebody of something, or just manipulating their feelings and behaviour by talking to them, is pretty well covered by manipulate. Convincing someone to "run away from unseen danger" or "reassuring someone who feels ugly that they're really a beautiful snowflake" is manipulating them. The mention of "leverage" is just there to keep the outcome within the realm of possibility, otherwise you could convince someone they are Elvis just by rolling a 10+. But telling someone what they want to hear can definitely be a form of leverage, as can small promises for insignificant actions (like leaving a place full of unseen danger--I mean, how do they do that one? "There's an invisible monster here, we should leave?" or "This place kinda sucks, eh? I know someplace better we should go.").
So sure, maybe what you really want is one move for persuasion and one move for threatening? To be fair, I think it's possible to have moves that cover a lot of ground. You could have something like "when you exert your social influence over someone" that could cover convincing, manipulating, impressing, lying to them, etc. But I think that moves work best when the fictional trigger is pretty clearly defined, and is integral to the game's genre. Also good if it's easy for the play group to recognize and agree on what fiction actually triggers a move (but then again, some of the moves in Monsterhearts are kinda vague and might require some discussion between players and MC as to whether or not a move was triggered, but lots of people really like that game, so...). One man's opinion, etc etc.
I guess my advice would be to list out the various social interactions that happen in your game that you think would require a roll, like:
* convince someone
* get someone to believe a bunch of lies
* pretend to be someone else
* make someone feel better
* threaten someone
* manipulate through promises
etc.
and then play. When a situation comes up, decide what stat is appropriate, what the possible outcomes are, and roll some dice. If your ad hoc framework doesn't work, try something different next time. If it does, make notes, and then after a while, you will begin to see what sorts of behaviours you think should require a roll, and which ones look like the same move. I know that advice is basically "go do some work" instead of "here's a possible shortcut," but basically what you are doing is rewriting the moves so they fit your sensibilities as an MC and the things your players do, right?