I'm also wary of the "denied your right" move, and the Liege Lord specifically.
The in-fiction rights give you some character motivation and plot hooks. If you are denied your rights, then you get the opportunity for cool monologues, vows, more character motivation and plot hooks. All good things.
But if I don't choose the in-fiction rights, I can do all that anyway.
Suppose I make a War-Champion or Troll-Killer who goes around imposing law, even though he has no right to do so.
-I still get character motivation from creating his personality and goals, without spending character resources on them.
-I still get plot hooks, because I'm drawn to perceived infractions of the law.
-NPCs will probably not respect my authority, but that seems just as interesting as if the NPCs do respect my authority.
-If no one respects my authority, I can still rant about it, or vow revenge in character. I can also still express my dissatisfaction to the MC and the other players out of character.
-I also get whatever cool mechanical powers (+1 Strong, an enchanted weapon, tracking, etc.) I spent my right on instead.
If a player wants to give a cool monologue, I'm not going to not listen, as an MC or as another player, just because there's nothing on his character sheet to back it up.
So the character who takes in-fiction rights is giving up some amount of mechanical power they might have had, but I don't see that the character who takes mechanical rights instead is giving anything up.
The in-fiction rights and "denied your rights" move seem like really innovative, important aspects of the system, and I want to engage with them in our playtest. Is the best way to test these rules by playing a Liege Lord and using the "denied your rights" move? Or is the best way to test them to play a character who claims rights he doesn't have, gives soliloquys and vows revenge without the mechanical weight of being "denied rights", and seeing whether I wish I had access to the "denied your rights" move.