Yes, I also think that social conflicts, not least between main characters, are completely central to this kind of game. If in doubt, look at the inspirational material for this kind of space opera/SF - Firefly, Battlestar Galactica, Star Trek, Star Wars, Stargate Atlantis, etc, etc. Always these social conflicts between the main characters (and other characters, not-so-main).
And since social conflicts work fundamentally different than shooting people or sneaking och jumping across a gap, I really think you need to put a manipulation move back in there, even if your group specifically doesn't use it that much.
Systematically expecting the players to decide the outcome of a social conflict behind the curtain looks to me like it demands a kind of "crossing the line" on the players part, which might work well enough when it comes organically, but which shouldn't be mandatory. I like my players to be able to drive their characters' agendas as hard as they can, and have the mechanics support them doing it - without sacrificing opposing players' freedom of action in an indecent way.
That is, by the way, where AW's Read a Person and Manipulate work in concert in a way that I have not seen a hack do differently without seriously sacrificing quality of play.