Some questions.
Your examples here, along with numerous others I've seen re BitD and similar, seem fairly solidly rooted to the immediate "what happens next" question rather than anything longer-term.
What about the long term? Or very long term? How long can a BitD or FitD campaign reasonably expect to last, given weekly play? Is the provided setting enough to support a multi-year campaign with persistent or semi-persistent PCs? Failing that, is it on the GM to provide extra setting should the PCs decide to leave the base (which would be Duskvol in Blades) and seek their fortunes elsewhere?
I'll just provide my observations on this when we played. Yes, the game can be very 'immediate' in character, when you are on a score. But remember, there's a whole Down Time, with Entanglements, possibly Incarceration, the question of managing your Vice, and then the biggie, the dozen ticking clocks you gotta consider. Beyond that, you're planning for retirement, trying to deal with reputation, heat, etc. as well as your actual character's training and projects. So there's a big strategic aspect to the game as well. You cannot survive in Doskvol simply by crashing from one scene to the next in crisis mode. You'll have 4 wars and a bajillion enemies and be crushed.
As for the long-term... I think it would be pretty feasible to do this using Troupe Play. That is, don't consider the current crop of PCs as the entirety of the crew forever. Eventually (I'd say roughly 30-40 sessions in) the PCs are going to be hitting tier 5. The game kinda stops really working well after that point. Your resources are serious, you are getting really hard to kill, you've got half the attribute tracks at 5 pips, and a dozen special abilities, powerful equipment, etc. You CAN still be offed, there are things that you simply cannot really fight, like the Army.
But, your crew has assets and minions and gangs, etc. Many of these will, IME, be pretty well fleshed out NPCs. In our game, had we been minded to continue, it would have been easy to simply assume that the Orphanage and the Sister who ran it, just went on about their business, and all the little blind orphans that Takeo trained, plus some other NPCs, would have just carried on when the main characters literally rode off into the sunset (well, Takeo did anyway). At that point you just assume that a lot of the assets are seized by the Bluecoats, other gangs, etc. The crew is back at tier 1, maybe with a few extra resources and definitely a history in the setting. You could do this almost indefinitely.
As for 'leaving the home base', the game does provide a moderate amount of detail about some other areas of the islands. There are other towns, etc. Some of it is part of the 'Empire', you can go there by ferry and/or lightning rail. Our characters did go out into the death lands a bit. There's plenty of ways to do that, and some reasons you might want to are given. None of the other towns/cities are really detailed though. One presumes, due to the conditions in the world at large, that there's not a ton of difference between cities. They are all points of dirty flickering light in a vast dark ruined world. Obviously that's open to being discovered though.