Sure, here are some preliminary ideas.
FrontsFundamentals: Instead of an Underlying Scarcity, fronts in Firmament are based on the Big Sky Mind, drawn from
this Forge post from 2002. Basically, humans react to the crazy weirdness of floating through space in a number of different ways and each front is based on a certain type of reaction.
Indecision -- so many possibilities of what to do, how do you decide?
Smallness -- feel so insignificant in the face of the stars
Rapture -- total awe of the vast glory of the stars, starstruck
Shock -- complete inability to deal with or comprehend the stars
Terror -- uncontrollable dread, fight or flight
Rejection -- seeks out other "better" explanations for what you experience
Replacement -- comes up with a conspiracy theory or other explanation
Fantasy -- believes it all to be a dream or illusion, refuses to accept consequences
Rage -- channels feelings into anger at a certain person or thing
Zealotry -- takes up a specific cause to keep your mind off things
Apathy -- feigns indifference
Hubris -- god-complex, believes oneself to be special, egotism
Rooting -- limits oneself to acting within a certain sphere, focusing tightly, controlling
Normality -- pretends that nothing's changed, going on with life as usual
Suicide -- decides that death is the only possible response
Gluttony -- drinks deep of experience, insatiably wants more
This list will probably be refined in play and made more useful. Basically, when creating a Front you either have it be something that ancient humans or contemporary NPCs do/did that came out of this reaction or attempt to press PCs with a reaction mind. Doesn't mean the PCs will react that way -- in fact, they probably won't -- but it gives you some direction as MC.
Mysteries: Threats are replaced by Mysteries, which can be locations, situations, NPCs, etc. There are definitely different types, hmm.
Relations- Turmoil: NPCs creating drama from within the community
- the Lost: NPCs creating drama from outside the community
- A Great Project: someone has a plan and is seeing help to enact it
- Corruption: the darkness is coming (through its agents), and soon
- Birth: a baby is born in the stars or will be born soon
- Xeno: You encounter something that may or may not be alive, a crystal growth, an eerie glow, a humming noise
Remnants and Ruins- An Unfinished Project: Something stopped the ancients from completing this
- A Partially Destroyed Project: The remains of an ancient wonder
- A Pandora: An ancient trap or situation better off left alone
- A Dormant Thing of Power: Something that needs to be awakened
- A Corrupted Wonder: Ruins given over to the Darkness
- A Tool: You have no idea what it does
Paths- A Dead End Trail: An ancient road that suddenly stops
- A Signpost: "DO NOT ENTER" is a good one, but there are others
- Glory Road: Supposedly a stop on the way to an ancient capitol, Paradise, or Earth
- A Broken Chain: Several pieces of a now unlinked road
- A Darkened Road: a path offered to and accepted by The Darkness
- An Unmarked Trail: You may have a map, but this is the wilderness
- A Great Leap: A sign that points to another galaxy, WTF?!
Stars and Starlight- Transformation: a star is about to face a big change, like going nova
- Memories: ancient forbearer have left impressions within a star
- Spelunking: you find signs that there may be ruins or even people inside a star
- Fading Away: an entire beacon chain is failing, why?
- The Lighthouse: you can sense a beacon (small and near? huge and far?) but don't know how to get there
Those are just some ideas. They're a little too focused on the character types right now, but I think others will develop during play.
I need to come up with specific moves for these mysteries too (like the threat moves), but for now you can probably extrapolate.
Mysteries have Countdowns, Agendas / Dark Futures, Custom Moves, Stakes, and a Cast (though this includes things, not just characters) as normal. At least for now.
Remember too that the real drama is between PCs and between PCs-NPCs. The mysteries are cool, but they're merely a platform for the characters to do their thing. Uncovering them is not the purpose of play, just the structure of it. And as in AW, the MC should be wondering about mysteries, not having clear answers to them.