OK?
This seems a non-sequitur. For instance, D&D makes me roll to see if I can perform the action of killing the Orc. But that doesn't mean that combat, in D&D, is low on player agency.
No, not even slightly. Because you're continuing to misunderstand what player agency means.
And if the GM has brought the Orc into play because the player has, expressly or implicitly, asked the GM to frame a scene involving this Orc antagonist, then the situation looks like it is probably player-driven.
In Apocalypse World, the analogue of Steel is Acting Under Fire:
When you do something under fire, or dig in to endure fire, roll+cool. On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the MC can offer you a worse outcome, a hard bargain, or an ugly choice.
The bolded words in green are the difference between AW and BW: In AW, nobody is telling you that your character doesn't
want to attack or doesn't have the
nerves to act under fire. It doesn't always go well, but read the full text of the move, starting on page 136:
On a 7–9, when it comes to the worse outcome, hard bargain, or ugly choice, you’ll need to look at the circumstances and find something fun. It should be easy to find something; if there weren’t things to go wrong, nobody’d be rolling dice. It can include suffering harm or making another move. However, remember that a 7–9 is a hit, not a miss; whatever you offer should be fundamentally a success, not fundamentally a failure.
A 7-9 is a success. It's
not a failure. It's not a
perfect success, since you might take harm or get put into a bad position, but it's still a success. Also
you choose when you're going to Act Under Fire, because you choose to act in a way that triggers that move. And the MC can't say "you just stand there drooling" (one of the options for a failed Steel test in BW) on a 7-9--or even on an actual failure of 6 or less. Instead, you do what you set out to do, but also take a consequence.
In BW, another player can decide that you need to test your Steel, and if you fail, you can't act. You don't succeed at a cost (
you said that was against BW philosophy, or words to that affect)
and you can't do anything for
several rounds.
Plus as I've pointed out, according to the character sheet you attached to your play report, whatshisname, Aedros (I am
not going back to look up spelling) has "hurt for a hurt" and "never admit I'm wrong" as traits. With those traits, saying he might hesitate--that is, second-guess himself and think that he might have been wrong in choosing to attack--was
out of character. But another player was still able to force him to make that test. Even if those traits gave him bonuses to the roll, he didn't
choose to make that roll himself.
Same thing with using a move to seduce or manipulate someone. You, the player, act it out. You choose when you're using the move. Nobody else can force you to roll the dice and miss your turn because
they feel you should.
So don't try to claim they're comparable. Because they're not.
Quite frankly, even if Apocalypse World
did have it so the MC or another player could force you to make a roll or miss your turn or anything like that, that would
still be a bad rule. It wouldn't get a pass just because it's the first PbtA game. And as I pointed out above, Monster of the Week--the PbtA game I run--has it so that if you use the move Manipulate Someone against a fellow PC, they can still
choose if they want to be manipulated by you or not.