I've had some more conservative players in the past that were not entire comfortable with he inclusion of the sex triggers at all. So we did test a few possibilities out, both in alternative triggers and replacing the move entirely. Having done this, I can tell you that our attempt to use intimacy was defined as an interaction where the "heart of one character is revealed/opened and accepted by another". It was a functional trigger, albeit it caused unwelcome discussions and gaminess around the interactions the mattered to the story most. Who gets the authority to say, I opened my heart, and who determines if it was actually accepted?
The following issue was actually far more important: The moves themselves are designed to trigger off some personal quality the playbooks represent, and therefore stopped making sense with this new interpretation of the triggers. ex: The Battlebabe went from "someone that can fuck without strings" to "someone that doesn't give a shit about what other people really feel". That is a huge distinction, and it makes major changes to the playbooks. The Driver goes from someone "afraid to get tied down" to someone "afraid to interact deeply at all". I mean in certain games maybe these moves can be twisted for some sweet psychological mahem/exploration, but it wasn't a good thing for the players in this case. Secondly, Intimacy are part of other move's triggers and these overlap with the sex moves majorly in both the Skinner and the Brainer. Widening the net, in this case, actually ruined those moves entirely. They either always had access to them, needed restricted access that didn't really improve the playbook's theme, or got muddled up with the standard move equivalent. were forced to replace them, which needed more balancing and it was decided in the end that it lost something important. In the end, we actually tried replacing all the moves and their triggers, but they did seriously alter the game, and we didn't all like the results.
My honest opinion on this is: if the special move is a problem, remove the special move entirely from the game.
If you find that the playbooks need something else, add it naturally. Pick something your group is mature enough to handle, something that is comfortable being part of every character's lives, and then something that can reflect the individual spirit of a playbook. Write that trigger, then ask yourself, what would this arch type do/get/need/feel in response? I replaced the special move for a ...more... children friendly game using the AW base, we swapped killing to beating up, weapons with various sticks/stones/words, healing with love/niceness/gentliness and had the special move doubled, one when two characters share with one another, and one that triggered more broadly when everyone ate together. "having a meal" was an important distinction here, and it prompted character's to talk, share, and be rewarded for doing so. The sharing with one another needed some work but it felt more akin to the personal choice to sacrifice for someone else, that was easy enough to script to our new playbooks.