@TeratonArm Looking good!
Nudity:
I think some rules around Nudity are interesting for the setting as you described it, particularly to setting up awkward or embarrassing scenes for the young folks at your Hero Academy. Penalties to Bold or Appealing, or even Analytical seem in order. (exposed, embarrassed, distracted), or having to make a Bold or Flexible check to avoid penalties when exposed. I could imagine supporting characters with spray-on costume applicators to help exposed heroes compose themselves better and get back with it, or contrariwise, villains or obstacle courses designed to strip off costumes and let the heroes struggle on without.
I can imagine Character Moves like Shameless (no penalty to Bold when exposed) or Innocent (+1 Appealing when exposed and out of costume). We could balance these appropriately to make them worthwhile. Maybe some broader moves ("Keep Calm and Carry On: no penalties for surprise or distraction, only for actual damage") or some Quirks would apply to the effects of being stripped naked. (I wonder if any Quirks would amplify the difficulties of being naked?)
Filling in rules and moves:
Boarbristle has a really simplified "damage" mechanic (take one CONSEQUENCE; the second takes you out) and a pretty simplified sex move (HAVE SEX) with rewards/complications/failures in Apocalypse World style. I stole a little bit of AW's relationship stat, "History" (Hx) and elaborated it as the moves around Friend/Enemy/Hanger-On, since a solo game needs a little more. SwampThing's Slut World, by comparison, is all about the sex moves and has a lot of detail there for set-up and build-up: though you can also to narrate sex acts you don't have the Character Move for, you get no game-mechanic bonus or roll around them.
The Hero Academy introductory chapters would do well to include a heroic battle or rescue scene including Quirks, costumes and getting damaged and stripped, so that possible contributors could see how the mechanics hold together.
In Boarbristle, I've tended to stretch out a single die roll into two chapters, rarely tightening up to two rolls in a chapter; with the more detailed mechanics around damage and costumes, it might make sense to make several rolls and resolutions in a single chapter, branching at interesting decision points or rolls whose results have critical importance to what happens next.
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Going off on a tangent:
I had a notion of writing rules for different sorts of "Scenes", and how you enter and complete a scene; there are some traces of that in Boarbristle's rules. Scene rules might work well here for conflict or danger situations: are you prepared? are you surprised? are you alone, with your team, with bystanders? what are the stakes if you do well or poorly? is there a larger plot line that turns on it?
I'm following my musings off in the direction of the One Roll Engine for randomly setting up a scene, where you take a fistful of dice and shake them out, treating the most frequently occurring die face as the dominant factor(s) in the situation in order. Maybe roll 6d6 and 1="you personally", 2="the academy/your Division", 3="your friends/rivals/team", 4 = "normal citizens", 5="malice", 6="danger".
So if you roll 3 5 1 6 2 5, (two rolls of 5), the scene is about malice. Someone is out to get the character, or cause trouble more generally.
Maybe 6d6 isn't enough, and it's more like 10d6 to get two or more pairs likely. 4 2 6 1 3 2 6 5 4 3 sorts out to 1 2 2 3 3 4 4 5 6, or two 2s, two 3s, two 4s. That would give you equal weights of "the academy/your Division", "your friends/rivals/team", and "normal citizens." So this could be a public relations event, or a contest with an audience including families and prospective students, Open House at the Hero Academy (time to make some connections to the outside world? maybe someone is recruiting for hero teams post-graduation?) or orientation day.
And thanks again for your ideas and continued interest!