Dungeon World is a conversation. As the GM, moves are part of your end of that conversation.
Those three options are presented as a list, but they aren't really equal in intent or effect. Right underneath it says you'll generally be making softer moves "when everyone looks at you" than in the other cases.
"When everyone looks at you" isn't meant to be some special circumstance, like the players are completely stumped about where to go next and they look at you for guidance. "When everyone looks at you" just means that your turn has come in the conversation.
Fightgar just wounded or killed a goblin. But there's all these other goblins! How are they going to react to that? It's your turn to talk. Everyone's looking at you. Make a move.
Moves are not inherently adversarial. They are inherently progressive.
A move doesn't mean you're necessarily doing something terrible to the players. You're presenting them with a prompt to act, closing out your part of the conversation, and looking to them to figure out how they respond. So you can offer an opportunity that fits a class' abilities:
Shanksworth, the goblins all look stunned by the sudden interruption. You couldn't ask for a better distraction to try and get past them to the cage where they're keeping the prisoners. What are you doing?
Or you can put someone in a spot:
Wizzrobe, the staff-wielding goblin in the back shouts at Fightgar and this angry red rune burns itself out of the sky right above his head. The edges of it kind of flail around in space and you can see they're projecting lights on the ground trying to home in on Fightgar. That can't be good. What are you doing?
Or reveal an unwelcome truth:
Fletcher, it looks like they were planning for this. Or at least a couple goblin skulks were planning for this. They leap out of the shadows above the cave entrance, knives out, one of them plunging right for Fightgar's back, the other one looking to drop on Clericsdottir. What are you doing?
Or, heck, deal damage:
Fightgar, the reaction is visceral and instant. You're swarmed from all sides and what the spears lack in discipline and technique they make up for in ferocity. Roll me worst of 2d6 plus five damage, but at least you get your armor for it. Clericsdottir, it doesn't look like that's stopping any time soon. What are you doing?
It's all going to depend on your judgement and what you've prepped about the goblins. Think about how things have gone so far, what you've established about the goblins, and use your moves to keep things going in the direction you want. These moves all say very different things about the goblins, after all!
So, if "everyone looks at you" is just for your part in the conversation, then what are "on a 6-" and "on a golden opportunity" for?
Interrupt with something worse.
Those are your explicit permission to break into the conversation when either of those things happen.
On a 6-, the players are kind of expecting it, and you still have the same license to narrate the action as you did before - it's just worse than you might have thought, if you want. If the goblins were going to respond at the "offer an opportunity" level before, you might still let Fightgar deal damage, but then follow up with the "unwelcome truth" or "deal damage" routes instead.
On a golden opportunity, the players aren't going to be expecting it, necessarily. Like, if you've described the approach to the goblins as over a bunch of ratty old pelts with bits of scrap metal poking up at them and Fightgar charges ahead anyway, well, that's a golden opportunity. You can interrupt that, or at least take control of the conversation at a convenient breaking-in point, to set off the concealed bear traps and force Fightgar to deal with those first, before he even resolves his attack on the goblin.
Be aware of when people aren't looking at you.
There are exceptions to the conversational flow. If you've previously set things up so that players are helping each other out, either directly by rolling Aid Or Interfere, or indirectly where one player Defies Danger to set another one up to act, on a 10+ you can just use your part of the conversation to describe what happens. You've told them what they can expect to happen in advance, so you don't need to make a move unless that's changed somehow.