The burn flats move doesn't really tell me what I'm doing. Am I trying to go somewhere? If so, and I hit the roll, I ought to get there. Also, you might be able to collapse some of the entries as basically the same thing. You're lost, you're not making good time, and you're out of water are all striking at the same purpose. On the burn flats time is water, water is time, and you're running out of both.
In my jungle apocalypse I made salt one of the important scarcities and I made the players add salt countdown clocks to their character sheets. Then when time passes in the game I can tell them all to fill in another block on their countdown clocks. When they're hugging the river and hanging around hardholds, especially near the coast, it just means they have to buy when the clock is getting near midnight. In the jungle, though, salt is time and getting lost or injured is going to run down their salt clocks. If the salt runs out I'll give them -1 ongoing and start dealing harm over time.
So maybe something like this?
When you navigate to a landmark in the burn flats, roll +Sharp. On a 10+ you make good time and arrive at the landmark before the sun gets too high. On a 7-9 you're lagging. Act under fire to push it to the landmark before the hot time or spend the day camped out on the flats. On a miss you're lost or you suffer some disaster.
That way you can ding their water countdown clock once if they're on track, twice if they have to camp on the flats, and if they miss the roll you can make a move (vehicle breaks down, attacked by slavers, stumble onto a golden age military facility, whatever).