I think 2 and 3 are great examples of you succeed but....
In 1 it's a failure and the complication doesn't apply. It's already complicated to fail, so the player's choice when she pushed doesn't matter anymore.
But I think it's a good failure, as it makes the Kid act, pushing the story forward.
There is no difference in failing with or without pushing.
If you succeed with a complication you succeed in what you do, but with some kind of complication that could but mustn't lead to new trouble.
If you fail, you fail at what you doing. Which doesn't have to mean that you get a condition. It could, if the Gamemaster said so when you rolled the dice.
These rules are meant to be interpreted, at every roll, by the Gamemaster and the players. It's not chess-rules, because it's not that kind of game. You mentioned Mouse Guard earlier. Luke Crane wrote (if I interpret him right) the original Burning Wheel so that the rules would shield the players from him as a GM. These rules aren't built on competition between players and GM. They are meant to help you create a great story, where the Kids often but not always win. If you play as a competition. It will be less fun.