Actually a thought just occurred to me...
If these players are being ripped into and out of the world through tears, even say skipping over vast areas of space like one day in blasted Urban New York and the next in parched white-bone Vegas, you can say that taking these moves act as sortve an anchor. Since the tears are weird, and the maelstrom is probably involved, it's perfectly reasonable to say a player might have some ... limited controls if purchased through an advancement.
I don't know exactly what you're doing, this may or may not work but enough preamble. If your Angel chooses a move to give himself an Infirmary with a crew of two, there are a number of ways to figure this:
a.) The angel gains access to a node or device or somehow uses his weirdness to anchor a specific place to himself. Say with a certain key he can turn in most doors, opening it reveals his lab. Until the key is turned at a new location, that door (no matter where it used to lead) now leads to his lab. If something comes through the other direction of the original door, they step out as normal, but turning around would be the lab. Let his assistants be bound to the location. Robots, AI, Machinery, Some kids that rift with the room rather then based off some unknown clock, etc.
b.) The angel is somewhat anchored to similar locations. So anytime he drops into a new place, he drops in nearby to or just inside of a lab which happens to have enough of whatever (or after a bit of work) to get up and running to suit the needs of the session, for that session. Maybe the crew here aren't important and you just give the lab the benefit of the doubt, letting him keep watch over any patients with some type of hi-tech gadget or just plain old luck (if something bad happens, it happens when the doc walks in, rather then when the doc walks out). Typically, if the lab has anything else with sentience, that sentience should be treated as a NPC with needs, wants, and PC-NPC-PC triangles as normal.
c.) The angel's infirmary could also be carried in his bag of delicious hi-tech gadgetry full with Xray hand scanners and enough chem kit + herbalist know how to make just about anything from what's laying around. If you give him a crew, maybe they bounce with him at all times, and that's something special that been cooked up between those involved. Maybe its a drug they take all together, or what not. Maybe they're gathering up the supplies so when trouble hits in the session, these two are ready with the doc to start up shop. This is an interesting way to handle things cause the two of them will likely become pretty important to that pc, and better yet, will likey be out alone in dangerous places while they're preping the neverending mad-science custom to the scene (all types of vulnerabilities there should the hard roll or the incidental PC sighting come calling). Its also interesting because say a normal challenge like: I need to get INJURED GUY to my infirmary quick, but its going to be a risky trip! Would just be replaced by, I need to find minions X and Y so we can save this guy! Bring them here, or lets go find them! etc. Same effective challenge, just a different swing.
Other examples from other playbooks could easily fall into a similar style of correction that makes it work for that character, while enforcing both their personalities and the inherent logic of the world. It also helps keep certain logic for keeping PC-important NPCs out of harms way when the PC most bound to them (the crew, the followers, the gang) isnt around to get involved. You dont want to kill the Hocus' followers without him having some role in the fiasco, after all.