Yeah, this is good stuff.

A few of my players often feel like they are in a race to trigger their moves. I think the phrasing you use here: “you can say and accomplish literally anything that we all agree is reasonable and true to the fiction” is absolutely key.

Ironically, a lot of PbtA games undercut this (maybe?) by using moves to trigger the XP cycle. Because XP is the food-pellet-button of the system, players who aren’t totally fresh to RPGs will tend to burrow-down on hitting those triggers. I know I’m personally really bad for this. In AW, if I don’t advance every session, I’m probably half-asleep, because I will force my play to match moves no matter how mechanically suboptimal they are.

Sprawl breaks from that a bit, by focusing XP gain on directives and mission objectives, and so players actually get rewarded for “the conversation” in a lot of ways. Of course, Sprawl also has moves that are a little more like tools, so one step forward, one step back.