Wow, thanks for your interest. I'll try and respond to each point. Criticism is good! I always want to improve at my hobby/obsession, and extra points of view are a godsend. The style of the cards matches the style of the game, most of the time, so it's as good a place as any to start.
I remember reading your AW:E post a while ago and what caught me was the issue of time. Fundamentally, my experience with running RPGs has been fighting tooth and nail for a couple hours squeezed in to run something fun. AW:E is all about broadening the scope of things, both in background and introducing rules. Everything is measured, quiet, and more than slightly disturbing as you drip blood on the things they describe. I love that style. I really enjoy being able to take my time with stories, even if they are style fundamentally adventures. But I've rarely had that luxury. I need my players to make character sheets quickly, learn the rules even faster, and be able to start exploring nearly immediately. I've worked hard at reducing the time from sitting down, no, getting in the front door of my house, to killing something interesting. The main thing I've always struggled with is the initial "Where do you go?" and getting sheep-like looks. Or worse, seeing a table half illuminated by phone screens. I often feel like my engagement would be enough to invigorate the table, even just slightly, so I do my best to share it with everyone.
So I have to make them PANIC.
I cajole, I sneer, I snicker, I cheer at their funny/interesting suggestions, I say "Yes, but..." and sometimes it works.
I like to call these bits of paper drama cards. Or better yet D R A M A C A R D S. They are designed to just make things happen, and I think they work ok for just that purpose. If people are being interesting/interested, I don't even need them. Their role is to just kick-start the chaos. If the game ends up being a deep and insightful introspection on the interrelation of the Maelstrom and the human condition, I'm all for it. But a game can take so long to get there, that sometimes it never gets anywhere at all. Yes, my playstyle is a hammer, and I am completely aware of that. Sometimes it fails me. But plenty of my problems are nails.
I should make one thing clear, I haven't created cards for the playbooks you mentioned for a couple of reasons, not because they are banned outright
Reason 1:
These eight are, in my experience, the faster ones to create and get going. While I probably should, I don't recommend the detail-heavy Hardholder or Maestro to beginners or the mildly interested, because once again, speed is key. Needs must when the devil drives. But if someone wants to, really wants to play the Waterbearer, they've likely played before, so I can A) throw the playbook at them and help the Gunlugger with their gun tags and B) safely hope that they will DO something. ANYTHING. So a card is therefore not particularly needed.
Reason 2:
Quite often, these playbooks come with drama attached, likely in the form of extra NPCs under or against them. Maestro, Waterbearer, Child-Thing, and especially Hardholder. The Hardholder has the perfect plot booster-shot built into one of their moves: At the start of session, let's find out what is going horribly wrong with the township. Savagery and Hunger, huh? Excellent.
Reason 3:
I'm lazy, and haven't made one yet XD. I should probably make one for the Skinner, or maybe I'll just share that one with the Driver. Better yet, give the Driver one to the Skinner and make up a whole new one. Hmm... Child-Thing needs one, Waterbearer could do with one. Maestro has interesting NPCs stashed everywhere. Like the Hardholder, the Quarantine and Hocus both have start of session rolls. I find the Hocus strangely lacklustre, but I have no idea why yet. The Quarantine though, that's some good stuff. Regarding Skinner, Child-Thing, Waterbearer, oh, and Touchstone, any suggestions?
Reason 3.5:
If they pick something social like the Skinner or Hocus, or something cuddlier like the Child-Thing, they will possibly get overshadowed by the Gunlugger's feud with the Chopper. In a "normal"-er game, having a social-focus plot is perfectly acceptable. But I'm very young at heart, and get a little too excited by explosions, so they may not get as much of the spotlight as they deserve. Also, it slows down the game. Not a bad thing! Never a bad thing, except when the ticking clock is hanging around your neck.
Reason 3.9:
Disregard Reason 3.5. It's trash. The drama cards for the "non-combat" characters is going to be entirely about them having massive* leverage over another player of their choice. Maybe. Possibly. Stay tuned!
In regards to the possibility of missing several "key" members of the cast, yes, that is highly likely. But for smaller groups, that structure isn't as necessary. Each player can get a larger portion of my attention, as can their characters and what they are doing. More focus, more drama, more things happening. The larger the group, the more I'm divided, but also the more likely that the fun, pre-planned interactions will take place. It's a balancing act, where more players adds slightly more structure to the initial few minutes, rather than just being a large reduction. So far I have yet to see it in play, but here's hoping. These cards are definitely aimed at one-/two-shots, though many long running games have had humble origins, so who knows?
Regarding the Faceless (and the Battlebabe as well, since they are similar and linked), they are given strong, very strong prompts as to how they might want to play their characters. A new player, one who might not be sure what their playstyle is, is given a big, shiny button to press. And in this, as you describe it, guns and gasoline and explosions setting, they can make a BIG splash. I want them to Go Aggro on all of their problems. I aim to provide descriptions of gore that make half the table laugh and the other half wince. They will probably die in the process, but in a one-shot scenario, who cares? And it will be glorious.
They also don’t have a whole lot on their cards apart from “play this way”, because fundamentally, the Faceless/Battlebabe are D R A M A cards in and of themselves! They bring everything they need, just about. As you rightly point out though, this is a very one-dimensional way to view complex and interesting characters. And I agree. A savvy, more "skilled" player could fight against these violent origins, and use these tools of destruction to excise evil from the world. But then they wouldn't be doing what is said on the card! They wouldn't be following the rules!
How excellent! :P Of course, if they don't break the mold, and just play a bog-standard boring psychopath... Well, it might not be a very meaningful conversation, but did you see what he did to the legs of that bandit?
What else, oh, the setting! You are correct in observing the style and verve and lack of substance in these. It is very much on purpose. 30% of the time, I’ll come to the table with half an idea, and nearly always I’ll ditch it immediately in favour of something said by the players. More often then not, if I don’t know the answer to one of their setting questions, I’ll ask them. I make this clear to them while explaining how Read a Sitch works. If they ask me a question and I say “I don’t know, is there?” and they are quick enough, there usually is. It’ll be blood-soaked, but it’ll be there for them to use and abuse.
RE: Psychic Maelstrom. Every game I've played in and run has focused on it quite a lot, more than would make sense really. Lumpley has done a brilliant job of somehow creating some kind of semi-invisible narrative magnet. I'm not going to get it dirty with my grubby amateur hands, and really, I don't think I need to. The Brainer card is very much about humanity, and I like that as well.
While I’ve mentioned I also enjoy slower games, these cards somewhat paradoxically give me more control over the pace of the game. In a normal game, we start in first gear. We trundle along, fighting AW-equivalent rats, and maybe there’s a (second gear) suggestion of a rival warlord, or a bit of inter-party squabbling.
Oh shit, the Gunlugger has to leave early, and we’ve only got an hour till then. Shit shit shit shit shit…
And things kinda happen, the Brainer mentions some interest in the Maelstrom and I scatter cool things around them. It’s interesting. It’s fun. A favourite NPC, who was randomly generated and didn’t expect to have to act out but they focus on for half an hour, dies dramatically (still second gear though). But the warlord is never bought to justice. No concrete progress is really made, and we can’t meet up again for another four weeks.
This is a very, very negatively exaggerated example. It’s still fundamentally fun, and I love it. But the time constraints, for me, have gotten very frustrating, and I think that can rub off on my players.
The aim of the drama cards, whether they achieve it or not, is to slam the game straight into third gear. The Chopper is yelling, the Gunlugger is furious, the Brainer is cackling, and the Hardholder is panicking and using their gang like a sledgehammer. Can it be brought down into second gear as they work together to try and improve the lives of the random scum of the earth that survived the petroleum plagues? Absolutely, and in my opinion, it can be easier to do that than bring the pace up. Can I ram into fifth at nearly a moments notice? Well, fundamentally I could always do that, but the players have at least an inkling that that’s the kind of bullshit stunt I might pull, because they’ve read the cards and they know what to expect.
I guess that last point is maybe my main one. I might never use the actual stuff on the cards. I just want to set the tone of the game, or rather, set the tone of the game on fire. Not because I want to (ha! I totally do) but because I need to. I just don’t have the time for anything more cultivated.
Thanks for your feedback and interest, it's really crystallised some of my own thoughts.