Yeah, Roland has the core of it. Sage references the Defy Danger Move in the yet to be published full rules (which are available to adventurer's guild members) as being the 'go-to' move for when you feel like a move needs to be made, but you can't quite figure out what.
He further elaborates in the moves discussion that the most common (and easy) 'custom' move for you to apply by simply substituting for the most applicable stat bonus for the narrative.
One of the simplest custom moves you can write is one that causes
you to defy a certain type of danger with another stat. Most dangers
can be overcome with quick feet and agility but you’ll encounter
dangers to be defied by your strength of will or bodily fortitude, too - p.141