Are you sure your players are looking for "more tactical combat?" Or are they asking for more agency in combat? And by agency I mean "predictability in outcomes, costs, and benefits." Because those are two very different things.
As J. Trudel points out, there's a LOT of potential for making DW fights extremely tactical, but the tactics will almost all be about fictional positioning. Like, setting up the fictional situation such that you don't have to make a Defy Danger roll or so that the like outcomes of such a roll are minimized. The thing is, that sort of "tactical game play" is entirely based on the social dynamics, expectations, assumptions, and playstyle of your group.
Changing DW to a more predictable, "balanced" model of play is going to muck with the system and interactions of the game at a pretty fundamental level. It's not impossible, but it's a lot of work. I think you'd be significantly rewriting moves such as Hack and Slash and Defend and Defy Danger. You might even go so far as rethinking Hit Points and how they are used up or regained. And tinkering with those moves suddenly makes all sorts of class-specific moves (and possibly spells, gear, etc.) require tinkering. You're basically desiging a new game.
Also: adding in things like tactical positioning or predictable +1/-1 modifiers are a huge part of what makes D&D3.0+ combat take so long. By giving your players what they want, you might find that they're losing what they enjoy.
One thought on how you could add a bit of "tactics" without mucking too much the with underlying game: add in an action economy. By that, I mean some sort of "round" structure where you determine initiative and each player gets one or two moves on their turns. I remember someone posting about using a Marvel Heroic style of initiative/action economy, where every character (including foes, groups of foes, threats, etc.) gets to make one move (like, literally, one roll) in a turn. After making a move, that player determines who takes the next move, but each character/group/threat can only make one move each "round."