At my table we have tweaked the Volley move a bit.
Instead of “You have to take what you can get: -6 damage” , we have been rolling with “You have to take what you can get: deal 1/2 damage”
We did this because 7-9 should feel like a success (albeit one with a cost or compromise) and the possibility of -1d6 damage negating all the damage one might potentially deal seems more like a failure to us.
Granted, one could argue that in regards to the act of volley, hitting the target is the real success and that damage is just the icing on the cake, I suppose.
At any rate, our house ruled volley option is the now the standard for our group. We also wrote it up that way for our home brew undead apocalypse hack called Zombieworld.