One point I’d like to make here: I almost didn’t respond to this thread because labeling things “good” and “bad” is not a mode of criticism I like to engage in. But I do have criticisms about the move and I appreciate the opportunity to do a deep design analysis like this one. I think many of the critiques above are valuable without them claiming to know how DW “should have done it.”
I’ve got one that comes to mind. Masks is one of my favorite PbtAs. It simply does not have a “do something difficult” move. There isn’t one. So you don’t get hung up rolling on things that don’t matter to the young superhero genre. If none of the moves trigger, you just go to a GM move.
The broadest move in Masks is “Unleash Your Powers”. You roll + Freak and on a 10+, you do it. But this move is rooted in what your powers do, so the fictional trigger is always delineated by your specific power. Also, if a character has +3 in Freak (say, the Transformed) that doesn’t only mean they have consistent use of their powers. It also means that people see them as a Freak. A 10+ on an “Unleash Your Powers” is a golden opportunity to use the GM move “Tell them who they are”. A kid goes running away crying, a crowd is taking cellphone videos of the collateral damage, they hear the police detective (who is the Janus’s mom) whisper: “Freak”.
Since the moves in Masks connect to shifting labels when adults try to tell the heroes who they are and who they should be, a successful “Unleash your Powers” ties back into the premise in a way that a generic task resolution could not. Does the Transformed accept this label or not? Success just directs the tension of the narrative from physical obstacles to inner conflict.