I think this is easiest answered in order.
1. A Port in the Storm - nobody in my group(s) is 100% sure what the point of this is. I mostly use it as a cue to describe new places, and maybe toss in a few leads/hooks. I note that every time this is asked I promptly address the character and ask him something in the vein of 'who did you leave behind here?', 'who is your biggest fan here?' or 'who would not be happy to see you come strutting back into town?'. I don't know if that's intended, or if it's something I personally as a GM always feel should be appended to the move.
I know it's not a move but I figure it bears mention here as it applies to numerous bard moves:
2. Theme. From the description the bard is an orator, historian, teller of tales. However most of their abilities are focused around their magic Art, with no exact explanation. I can see how a bard can be more of a non-mystic general, or inspiring comrade (pick +1d4 forward on Art, use the new and improved 'It goes to 11' to buff, take some paladin moves via multi-class like Setup Strike and CHARGE!), but where does bardic magic come from? Alot of the abilities ('Metal Hurlant', 'It goes to 11' mentions of 'righteous lute solos') are somewhat tongue in cheek. I know this is a D&D staple (they ended up just ruling bardic magic sorcery), but there are very few cues in your (probably intentionaly) vague fiction to even provide a framework or guidance for some answers.
Clerics are awesome. Minor point, since they are one of the classes that starts with no cash, it would be nice to see a few more gear options for non-chaimail+mace clerics (leather or robes for gods of Knowledge and Hidden things, or bows for Woodsmen worshiping What Lies Beneath). It mentions religion at the edge of a blade in the intro, but no such option is provided.
1. Divine Guidance still mentions multiple petitions (bug report!)
2. Commune - doesn't address if you can take multiples of the same spell. (like old school wizards)
3. Penitent/Martyr - with HP no longer scaling this ability becomes fairly deadly at higher levels (take 10 damage for a +1 forward to casting) especially considering that the move is triggered by taking damage in the first place. Not really a question, just something to evaluate/re-evaluate and keep in mind.
4. Serenity - did you realize that Magic Weapon is the only "ongoing" cleric spell in the current spell list? It's a fantastic and useful spell. I'm not sure the ability linked to it and it alone (Serenity) is relevant any further though.
1. It was mentioned here on the forums that the human racial was changing, I'd ask that you re-look at the elf one too (as fighters in general have +str moves, and Precise doesn't seem to favor them per se). Aside from that, this is actually my favorite class.
It has style, it has power, it has flavor, even some flexibility. No complaints/problems with any of the class moves.
No questions. Also these guys are scary. The way you made them capable leaders too is great. Thumbsup.
Animal Companion: How do you as a GM deal with the beast, it being hurt, and healing. Clearly this is a very potent element of the ranger, and should not be taken away willy-nilly, but is a hard move disabling the beastie or simply wounding it (similar to the ferocity reduction of Man's Best Friend)?
1. I wish 'Dual Wield' would be renamed 'Hunter's Eye' or 'Go for the throat' (or the eyes BOO!). Simply because Drizzt has scarred most of us and the class-based damage-die functions regardless of 'number of wield'. Also both abilities are named 'Dual Wield' although the higher level one references Dual Strike (bug report!)
1. Backstab - is it possible to backstab in combat? Defenseless might be unlikely but what are some examples of surprise? I rule special case (an undead someone has turned, someone stunned by a mighty blow, you waiting in the shadows till a battle moves by) but I'm curious what the official word is.
2. Not a move per se but common thiefy question: Stealth - I assume this is just 'defy danger' via int (throw a rock!) or dex (tippy toes sneaky) when there's a chance of being spotted?
3. Some of the level arrangements seem odd. There are 3 poison abilities in the 2-5 range and 1 in the 6-10 range. So you can brew any poison you use, but they're always Dangerous unless you take a different advance. Yet you can't plan a heist, as a thief, till level 6.
Or throw a knife for that matter. Especially since the halfling racial even requires ranged weapons. (edit: just read the weapons section - huzzah for 0 weight throwing knives). It just seems odd.
This class is another one of my favorites. I love how the abilities make them more arcane and creepily inhuman (speak of things nobody else knows, with a touch pluck memories, and deflect attacks better by just having magic).
1. Does the elf 'cleric' spell only count for availability, or is it added to your spellbook?
2. Prepare Spells - can you prepare the same spell more than once?
3. Spell Augumentation - there are precisely 0 marked Ongoing (which is a keyword for the cleric) spells for the wizard. How is this mitigated a bit since some mention 'ongoing' in the spell description, but don't use the tag like the single cleric spell that has it. Can we be clear on what constitutes 'ongoing'?
Level 1 - Mention: Invis. Suspect: Telepathy?
Level 3 - Mention: Mimic. Suspect: Mirror Image?
Level 5 - Mention: Cage, Summon Monster. Suspect: Polymorph?
Level 7 - Mention: Dominate, True Seeing. Suspect: Contingency
Level 9 - Mention: Antipathy. Suspect: Shelter?
Some of these have alternate end conditions, but some have alternate end conditions but still mention Ongoing (ex Cage). So far I've ruled that if the spell mentions ongoing in self-reference it counts, but I'd like an official word.
Ok, that's my list! How about you guys?