Let me get this out at the beginning: if y'all had fun, that's great. I'm not going to say you're having badwrongfun.
But I think that a pre-written adventure misses out on what makes Daggerheart breathe and risks turning it into just another "trad 20" style RPG.
By minimizing GM moves with Fear so you can follow a pre-ordained plot & by limiting the power of a PC's Hope to shape the world, I think a group really misses what's unique and awesome about the system.
The rulebook gives guidelines for creating a one shot adventure with a group, involving the players in the stakes from the beginning. There's a worksheet to walk a new GM through the process. I ran it for a group as my first time with the system. We all loved it. (And we recorded it on a podcast, if you'd like to hear me run it - I can post the link.)
You do not minimize GM moves with fear. You predefine the possible GM moves with fear per scene as described in my play report.
The GM made 2 really spectacular moves with the fear, but they were part of a story and thus made sense and integrated well. They were nowhere mandatory though, so I am sure for other scenes there could also have been some cool potential GM moves (prepared but not used).
In the end most people just overestimate themselves and think things they do themselves are better than they are (like in homecooking...) having a premade (ideally by a professional) adventure and story is normally just better than spontaneous improvisation by non professionals if you look at it from am objective point of view.
Also you lose nothing by providing such adventurs. You just broaden your potential audience. People who dont like to prepare can still do chaotic improvisation sessions and just not use it, the same way not use premade adventurs in D&D.
In the end such premade adventurs help new GMs immensly (and also can helo bad GMs if they dont overestimate themselves) and can make it also easier for players to know what to expect. Its a lot easier as a player to know what to expect when someone runs curse of strad than when someone runs some homebrew.
The best experiences I had with one shots where always preprepared adventurs with good well prepared GMs. And the worst where always improvised.
And even with not so good GMs running not so good systems and not so good premade adventurs, the one shots where at least ok. (5e one shots...) . Where with mostly improvisation the floor is just infinitely low.
EDIT: Also thank you about giving me the opportunity about the podcast, but I dont listen to podcast and I find it extremly boring watching or listening to other people play RPGs. I also really hate impro theater, becaus for me it feels like a waste of time to watch something not prepared as well as possible. A movie in comparison is made to be as good as possible in every second.
Edit 2: I just looked it up, and I found no rule in daggerheart where players can spend hope to influence the story. I just found reddit threats where people want to include this possibility as homebrew.
https://daggerheart.org/core-mechanics/making-moves-taking-action players can only spend hope on 4 things according to this page.