Thanks :)
I'm particularly proud of the new damage move. It removes all the math in original AW combat (no more calculating "harm as established"), you roll the move using Armor as a stat, and either take no damage (10+), partial damage or other consequence (7-9) or full weapon damage (failure).
The benefit is, I don't have to calculate incoming harm, I just say "you take damage, roll the move" and the move determines what damage they take. Also, the move isn't weirdly inverted like the AW damage move, where you wanted to fail it. In this hack, rolling high is always good for the PC.
This DOES result in a more lethal game, as a few bad rolls can put you down quickly, as armor isn't constantly mitigating every bit of incoming harm, but it means smaller-caliber weapons are still a threat, and in Eclipse Phase, death is a temporary state, so adding a bit more lethality to it wasn't a problem.
As for the boosted/glitched/elevated/degraded mechanic, in a crunchy sci-fi game with lots of potential tags, I wanted a sliding-scale for success so I could pile on complications, and they could invoke cyberware traits or whatever to counter those complications. That's the sole purpose of that scale. I stole the boosted/glitched from a Shadowrun Dungeon World hack, and added elevated/degraded.
Also, it lets me do things, like for "Drug Use", where a "boosted" roll means addiction is impossible. Or like the "Skirmish" melee move, where one of the options is to be "boosted" on the damage move you're making, which basically ensures you won't take your enemy's full weapon damage.
Other than that, I basically just went through the book, took every piece of wacky cyberware, put a "+" in front of it, and turned it into a narrative tag rather than a complicated piece of rules.