To quote a well-known Prime Minister of ours from 50 years ago: "Just watch me."
So does this mean the wizard can't even try to hide? 'Cause that's exactly the sort of thing I mean: I'd be trying to do reasonable things that aren't on my list of moves if doing so made sense in the fiction. Being me, I'd almost certainly at some point try gonzo or irrational things as well, 'cause that's just how I roll.
And that's fine. In fact, looking at a standard DW 'thief' sheet, it doesn't specifically call out moves analogous to D&D thief abilities. I assume that 'hiding' would take on one of several connotations, which would determine the sort of move it is, probably 'Defy Danger' as an obvious choice. DD is a generic move, so in fact your wizard could simply do that, and assuming it would apply as a DEX modified move, then everyone is on equal footing there. But this is what I mean, there are generic moves that generally represent character's intent. So if you want to avoid or overcome a problem in some general way, then Defy Danger is likely to apply. However, more specific moves generally carry improved results. A thief could, for instance use: "Poisoner Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise". As a move it requires a check, rolling below a 7 will indicate something went wrong (DM makes a move, I can think of many possibilities there).
Anyway, if REALLY nothing applies, then the question becomes "is it a move at all?" Its not like you can't just "do stuff" in DW. "I go into the bar", "I duck into the alley to avoid talking to Martha", etc. Maybe the later one MIGHT be a move, depends, does she have a rolling pin and a grudge? The point is, this is not a game where there are only a few specific rules that cover certain things and everything else is "outside the rules", its a game where fiction and intent determine what sort of move you are making, and any action with real fictional significance (at least within the reaches of milieu of DW) will have some sort of move. Granted, nothing talks about driving a car, but DD would still cover most situations.
Obviously, if what I'm trying requires some special skill and I don't have it my attempts are much more likely to fail. I'm referring to things I - as a real person and not a skilled adventurer - can try (which by default means my character in the fiction can try, assuming my character isn't disabled in some way), such as hiding when someone's looking for me.
Sure, and again, they will fall under some sort of move, or else be very simple changes to your position in the fiction. Even travel is covered as a move though. In fact the generic moves are fairly broad:
Hack and Slash - kill it with weapons, note that only PCs 'move', so you can give OR take damage here
Volley - Missile fire, this one is safe! but you could run out of ammo
Defy Danger - deal with some immediate threat, the details will determine what ability score is used
Defend - protect someone else, stand your ground
Spout Lore - Requires the GM to give you some information your character knows
Discern Realities - This is the basic "I'm looking around, what do I see?" sort of move
Parley - just like what it says...
Aid/Interfere - this is pretty obvious
Those cover all the basic adventuring-type scenarios you would run into in a 'dungeon' type of situation. There are also some more generalized moves:
Last Breath - you're dying, you can make a bargain with death!
Encumbrance - this is more of a rule than a move, really...
Make Camp - like a 'short rest'
Take Watch - yeah, its the middle of the night, and...
Undertake a perilous journey - This is your basic travel move. Obviously not all trips to the general store are 'perilous'.
Level Up -

End of Session - tally XP etc.
Carouse - have a big party, things can get bent...
Supply - Go shopping
Recover - the 'long rest'
Recruit - get you some henchthings
Outstanding Warrants - avoid, or fail to avoid, the consequences of your past actions (civilized places only, though how you define that could be interesting)
Bolster - take extra prep, study, etc. to get an advantage called 'preparation', which can be spent during play for specific things
It really is hard to run off the edge of this scheme. In order to do so you really have to just not be playing a D&D-like anymore, and even then DD, Spout Lore, and Discern Realities can cover most situations between them.