In Vincent's example, we've got two rolls made, decisions made by both parties as well as the MC -- a lot of overhead, a lot of engaging the mechanics.
Paul, I think I read elsewhere that you hadn't really ran the game yet. That might be one of the issues toward seeing how it runs. Overheard, to me, isn't really the issue here. In practice, the process is mostly intuitive, so I've never felt overwhelmed.
That said, you hit my real issue better than I did: that the mother in Vincent's example becomes angry
because the guy turned down the offer to punch her. Sure, not fictionally, and we misdirect and wrap it all in a bow, but conceptually, it's hard to see how one flows from the other, other than in a "oh, bad things happen when you miss a roll" conceit.
AW's one real problem, for me and mine, has been that when you've played the game for a prolonged time and everyone has experience on both sides of the MC/PC line, it becomes harder and harder to misdirect. Everyone knows the moves and despite the book's command of "never say your move", you don't have to anymore. Players begin to engage the MC's moves directly, consciously or not.
Another issue in that same vein and stemming from the same issue is an unwillingness on the part of some players to Read a Sitch or a Person. Because they know that a miss will result in a hard/hardish move against them, there can be a real "kicked dog" effect on the part of some players. Yes, misdirect and all that, but if a roll is failed, another problem is introduced and for some of my players, they won't roll a Read unless they've felt that they've controlled the surrounding fiction adequately. "I'm not going to read him here on the rooftop 'Let's take this meeting into my fortified office, where I have better control of the surroundings'".
In other words, in some cases, there can develop a un/conscious tendency to actively fight misdirection, as if making it harder for the MC to misdirect will make the hurt less painful.
The above might be a non-issue/intentionally built-in. It does flow from the fiction, but I'm just not used to the fiction being thought of at a meta level and then strategized about in terms of the MC's agenda, principles and moves.
I'm not trying to turn you off of the game, Paul. It's amazing and it's something that needs to be played. It's a game that's hard to put your head around otherwise, so I do really recommend playing it before trying to draw conclusions of your own.