Paul: Only the basic moves leave misses unspecified. This was true in the 1st Ed and remains true in the 2nd. "The MC makes a hard move on a miss" only applies to the basic moves, and always has.
New to the basic moves in 2nd Edition: when you read a person or read a situation, you still get to ask 1 question on a miss, before I make my hard move. This is because I always played it this way anyway.
In the battle moves, yes, when you're defending something you hold, on a miss you can choose to hold it decisively. When you lay down fire, on a miss you can choose to pin Dremmer in his shed. Yes, this is better for you than "on a miss, choose 0," and if keeping Dremmer in his shed was the entirety of your objective, then yeah, you've done it even on a miss. I think you've understood correctly how it's supposed to play out.
The general pattern is: moves that are more dramatic on a hit, more heroic, are more risky. There are several moves that are freebies, including laying down fire (but not the seize & hold moves, because of the exchange of harm, just as you've realized). This is because laying down fire puts you as a player into a supporting position, not a heroic one, and I want to reward that, not punish it, even on a miss.
Oh and Hobbesque, no, the battle moves won't advance.
-Vincent