I’ve been hearing that faction moves feel more like faction principles than moves proper.
Your custom lycanthropy move is great.
As for running each session like a one-shot, what a cool insight. I think I tend to do that with PbtA games, too, without ever acknowledging it. The game of AW I’m currently playing in has been like that, too. I was able to recap the previous four sessions with really simple titles like “the car chase” because each one had a very distinct, stand-alone feeling. For me, part of that might be that I mostly run PbtA games as actual one-shots…
Keeping the group together is a growing problem I’m finding with PbtA games, unless they have a really tight focus on group cohesion (like DW or NW). When I was running The Warren at Nerdly North, a failure cascade resulted in the group being split into three sub-groups of 2, 1, and 1 after the first scene, just because of how the moves followed the fiction. In my AW game, I can see our MC scrambling for ways to move us towards each other, because none of us have distinctly shared agendas. I spent the whole last two session manufacturing reasons in the fiction for my Battlebabe to hang out with the Angel, and pointing out that the Chopper also owed the Angel big-time (for putting half his gang back together after a series of disasters), and then deciding arbitrarily that I was the Driver’s best friend.
To posit a hypothesis: the clear niche-protection of PbtA games gives each character so many toys to play with in their own sandbox that they don’t need to play together as much. Or maybe a better analogy: each playbook is a house with a PS4, and meanwhile, the MC has built a playground and keeps trying to drag the kids over to play in it.