When it comes to mechanics & narrative, Fate can be a juggling act
For as much as narrative descriptions are the lifeblood of a game of Fate, you do need to think about the mechanics, too, to get the game to run smoothly. It sounds a little like you are focusing on some of the mechanics, but in the wrong spots. I think you need to switch your focus.
Narrative descriptions such as in @Christopher's answer above, are great examples of ways to mix up the narrative portion of "avoiding a laser", but you and your group can easily slip into a rut of just shoe-horning "I highest-approachly dodge the laser" as every defense, which may not end up being very satisfying.
Step out of the act and into the intent
You need to separate the why of an attack from the how of it being carried out.
Fate can be a little different from other games in terms of how combat works. It can be an easy habit to treat it like other games which model a specific task at a specific moment i.e. a laser is coming at me, what do I do?
As much as attacks in Fate represent this action-to-cause-harm, what they mechanically are is a little different. An attack in Fate is an attempt to move an opponent closer to Taken Out. Period.
This frees up your reactions to focus on "these cyber-wolves are trying to kill us with lasers!" and not "I have a specific laser coming at me right now".
Put it back together
There's definitely a difference between "How can I avoid this specific attack?" vs "How can I make an attack against me fail?" The former is reactive, while the latter is proactive.
This paradigm shift should help you understand how to bring some of the other approaches into the narrative. Approaches that seemed implausible as answers to the first question could still be good answers to the second question.
You may be hard-pressed to describe carefully dodging an attack, but you can survive an attack by carefully avoiding it with good use of cover.
I've never heard of sneaking out of the way of an oncoming laser, but I can understand how you might sneakily trick a cyber-wolf into shooting lasers where you're not standing.
For example:
Compare
GM: "The wolves shoot a laser right at you!"
Dice happen, the wolves fail.
PC: "I cleverly see it coming and get out of the way!"
with
GM: "The wolves bring their lasers to bear at you!"
Dice happen, the wolves fail.
PC: "I've noticed the lasers come in 2-second intervals (clever) and time my movements between those intervals"
Additional examples
GM: "The wolves bring their lasers to bear at you!"
Dice happen, the wolves fail.
PC: "As the wolf's tail comes up, I shoot out the closest wall-outlet. It spews forth a shower of sparks (flashy), confounding the wolf's targeting computer"
GM: "The wolves bring their lasers to bear at you!"
Dice happen, the wolves fail.
PC: "I toss my scarf out from the right side of the pillar while I dive to the left (sneaky)"
Side note—the same model of thinking can be applied to consequences, too. Narrate the outcome of the intent, not the outcome of the specific action. Taking a laser in the arm, twisting your ankle trying to dodge, and catching some shrapnel when lasers blast into the rocks you're hiding behind are all valid ways to describe being harmed by the attack.