The basic moves are basic, but the playbook moves have given rise to such incredible fiction at my tables.
Since you took everything I said amazingly wrong... I will respond to the one salient conversation point you made.
To be clear =
It's not "PBTA is only supposed to be way X".
It's "This implementation of PBTA struggles and here are some reasons why".
There are things that make any given system easier and harder to play. And the Basic moves in Stonetop need work, they just do. They don't help produce results that feel like they are bringing "Stonetop" to life.
They just resolve situations in very very generic terms. This is a starting point of discussion for what can make the game not meet expectations.
I can say the same for many Moves in the playbooks too. For example: The Heavy, a move is =
IMPROVED STAT
Each time you take this move, increase one of your stats by 1 (to a max of +2).
or
GUARDIAN
When you Defend, hold 1 extra Readiness. Even on a 6-, hold 1 Readiness
= these are good examples of moves that could literally be in any RPG, and speak nothing to "Stonetop". And they don't ...do anything... so. I would like to see more style here.
Some more verbose moves still don't evoke anything but the most generic of responses/prompts =
BRINGER OF RUIN
(Requires level 6+)
When you roll a 12+ to Clash and your foe survives, name something they possess (like their sword,
their position, a limb, their dignity, etc.), but nothing that would kill them outright. Whatever you
name, it is broken, shattered, lost. Tell us how.
Again, none of this is bad... but ... nothing much says "Oh this is a neat take on X"... it's a lot of grey/bland...
________________
Have a conversation about a game in development and its strengths and weaknesses. And maybe do it without attacking others or knee jerk reactions that are blithely unrelated.