derendel mentioned it above but it bears repeating - if the other PCs have a problem with the Solace's use of this move, they should be falling all over themselves trying to see who gets to interfere first. And as soon as the Solace misses the roll, the Solace is likely to get shanked by everyone involved.
While it is true that disarming presence is one of the few moves that has the capability to take agency away from a player (the other that comes to mind is advancing go aggro), for the most part it is a limited curtailment of agency in that it simply means you can't resort to violence. Depending on the situation, that might not be a bad thing. At the very least it should induce the other players to think outside the box.
For instance, there's nothing that says you can't threaten violence. The Solace can be blabbing away to her heart's content over in the corner and I can still say, "give me the Loc-Nar or I will kill everyone you hold dear." Sure, I'm rolling+Hot at that point, but whatever. And my buddy can rack his shotgun for emphasis (i.e. roll+Hx to help me out). Sure, we're not committing violence right now, but we're not being all sweetness and light either.
And there's nothing to say that you can't try to manipulate the Solace into shutting the hell up either. It only takes a 7 to make her act under fire to continue prattling on, and you might find you have some people willing to help you (and again, interfere with her).
But at some level, this may also be a player expectations thing. If not all of your players are on the same page about what they want to get out of the game, you need to have a frank conversation with everyone involved.