In playing this system a bit more I thought I would add a few of the other changes I made that improved the gameplay experience:
I found the skill rolls to be a bit too predictable after a +2 bonus (since you basically can't fail after that point) so instead of using the proficiency as a straight bonus to the roll itself, I changed it so proficiency just adds the number of dice you roll. I gave various tasks a success threshold (1 for easy tasks, 2 for more complicated, 3 for very difficult) and each dice roll can add various amounts of successes based on the result (6s give 2 successes, 5/4s give 1 success, 3/2s give 0 successes, and 1s subtract a success) This helped to add more unpredictability to skill rolls, allowed for more complex skill thresholds, and still rewarded skill investment.
Stats got to be a problem in combat whenever a target's defensive stats were just too high, turning combat into a long slog of throwing d6 after d6 only to do between 1-4 damage, so I revamped the character creation & level up system for stats. I had each player roll six batches of 6d6-5 (range of 1-31) to determine their IVs, then had them pick a nature (which I also used to reward inspiration points whenever they RP'd within that chosen nature which could be redeemed for a reroll of any roll) and then used their species to calculate their stat totals. I still kept the existing stat system for level ups, but I turned them into EV stats (which I also used to reward players for engaging in combat with minor stat boosts over time)
If you want any help coming up with various move ideas for the types I'd love to help with the brainstorming process. The way I did it in game is I gave my players the ability to come up with their own moves (limited to four total) that they could define based on their character's type, species, personality, or skills. For instance: one character is a pickpocket so they were allowed a thief-like move to steal items/poke from targets.