Paul: Right. It's a huge advantage. The tactical consideration is where we fight, because given our weapons, that's what determines which range applies. If I have a longsword and you have a knife, you attack me in a kitchen or a narrow hallway, you don't meet me in an open courtyard. You might make any number of moves to get me into the kitchen or the hallway, but they come before we fight. Once we're fighting, the range is set and we have to live with the choices that put us there.
Seizing something by force is built on the idea that there's something other than killing that both want. When a fight's just for killing, neither party chooses to take definite hold of anything anyway, so it might as well be out of consideration.
Hobbesque: (1) Yes. I think the battle moves with choices all give you 1 on a miss, so with leadership or combat driver, you get 2 on a miss.
(2) Sure. The player would roll for both their character and their gang. You can also split your gang up and have some of them do one thing, some do another, and the rest do something else, or whatever.
The tradeoff is that you calculate harm and armor separately for each. In your example, when you assault the position, you inflict and suffer harm as an individual, not as a gang.
(3) It started when I saw Fury Road and decided that the driver needed improving. That had me eyeing the operator's moves. Then I decided that spending barter for living expenses needed to be per session, not per "month," and that had me eyeing the operator's gigs.
I went into my workspace and the MC said, sure, no problem, but you'll have to take the operator apart, and that was that.
-Vincent