You know a wider range of AW-influenced/derived RPGs than I do.Skipping over 93 pages of discussion to ask a side question: how have people best seen non-transactional social relationships handled in a way that reduces GM fiat being the primary decider? Because most PBTAs etc are concerned with conflict, this is the sort of thing that still tends to be left up to either open ended "role-play" stuff; kept within the realms of conflict (and thus elided from play); or in a handful of cases handled within the core design. I'm curious about introducing some mechanics around relating to existing games where I keep having table situations come up where I simply dont want to be like "ok she likes you now" but also something like Persuade vs NPC isn't really satisfying.
So when you talk about non-transaction social relationships, I think of the role, relatively narrows, of Seduce/Manipulate in AW, and how social reactions that sit outside of the narrow role/scope of that move are handled by the GM just making moves as usual, following their principles (including their prep of the NPC). I am guessing that that is an example of "open-ended 'role-play' stuff" that could end up with "OK, she likes you now".
I'm not sure what you mean by "kept within the realms of conflict (and thus elided from play)"; and I don't know what examples of "handling within the core design" you have in mind.
I've enjoyed the social conflicts in my TB2e play (which have included both the transactional and the non-transactional), and also the use of social responses/fallout as twists when players fail rolls; but I don't know if these are what you're interested in.