Lots of good suggestions so far.
I would add, regarding the Brainer sending messages through the Maelstrom -- if this is something that happens so regularly, and with such ease, maybe the Brainer just doesn't need to roll for it anymore. Maybe the Brainer has actually just taken a custom move that allows them to use the Maelstrom to communicate. While escalating the risk, or developing a specific Maelstrom-y threat as the result of this use, are both legit, the other option is just to do the same thing you do when your ultra-badass gunlugger wants to shoot some chump: you just let them shoot the chump, no dice required. It really depends a lot on what your Maelstrom is like, and what sort of relationship has developed between it and the Brainer.
The other thing is that apart from the risk of failure, moves have an opportunity cost. You use dice when there is something happening; when actions will have consequences. Presumably those are the situations in which these people are Reading or Opening Their Brain -- and that means they aren't doing something else, instead, to deal with whatever is going on. Reading the Situation does not always happen in a freeze frame, it's a thing you do, just like Going Aggro or Seizing by Force. It exposes you to risk, but it also exposes you to someone else reacting in a way you don't like, even if you didn't fail the roll -- or acting in a way you don't like, just because that's what they were going to do next anyways, and you decided to hang back and scope out their intentions.
"What does Dremmer intend to do? He intends to grab Wakkabakka's infant son and make a run for it... and oh, there he goes now." A conversation goes back and forth, and if your players are deciding to use their turns-to-talk to grind xp instead of doing something that really addresses the frickin' situation, here then that's an opportunity on a golden platter. And a legit choice on their part too, for that matter. Play to find out what comes of it.
ETA: I would add, for all these things, that if you decide to start dealing with these sorts of rolls in a way that is going to be dramatically different from how they've gone up until now, you should obviously let your players know up-front that this is your intention. If players are used to being able to always Open Their Brain or always Read a Person without any time passing or without that person reacting, then you should tell them if you're going to try and put pressure on that idea. Players should always know what they're getting into, when they decide to have their characters do particular things.