Of that list you provided, my main ones are:
* 10+, 7 – 9, 6 – dice
* Hits, mixed, and miss results
* GM doesn’t roll dice
* Moves triggered by fictional circumstance
* Narrowly defined, sometimes idiosyncratic, moments where fortune is injected into the game.
* Common Moves
* Escalating GM moves (“soft” to “hard”)
Thoughts on some of the others:
* Asymmetrical GM/player roles – yes, but that’s not a defining trait for me.
* Playbooks – Ehh… World of Dungeons and it’s spinoffs say to me this is not a must-have.
* Niche protection – maybe? Again, I think it’s true, but not a thing I watch for or expect.