While waiting for boss rules, I think it might be helpful to go over the moves one by one and see what behaviour each one promotes in the character. Then we can see if that's what you want them to be doing.
Making it count - any time you inflict at least 2-harm, you can choose to also cause some lasting pain or break something important.
This makes them a nuclear weapon. Not in the sense that they can kill anything, but the political deterrant factor - you may kill them, but unless you do so with overwhelming force, they will cripple you in return. Therefore this encourages other people to avoid engaging the abacus and for the abacus to throw his weight around, since no-one will want to take him down.
Thorough - any time you take the time or effort to really hurt someone take time or effort to closely observe someone seriously hurt, roll +cool. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold 1-for-1 to ask questions:
* What weakness does your body exhibit?
* What are you hiding from people you trust?
* What would you die for?
* What do you usually do to dull the pain?
Once you've tortured someone, you don't tend to let them live to get revenge (and none of the questions, bar maybe 'what are you hiding' cover stuff still useful post-mortem), so this mostly encourages studying those that are already wounded. Once you've done that, it encourages a manipulative social game, using their weaknesses to get them to do what you want.
It should be noticed, that with 'read a person' advanced, this becomes less useful (though not useless, 12+ rolls aren't that common, even with +3).
Like a ghost - when you appear from nowhere to inflict violence, roll +cool. On a 10+, you get your shot off before getting spotted and inflict harm as appropriate. On a 7-9, one of them notices you - either hightail it or trade fire.
Encourages a very hit-and-run style of fighting. Also adds to the deterrant factor of 'Making it count', since a victim can't even use their gang for protection.
Aware - roll +cool instead of +weird to open your brain.
Encourages more brain-opening. Always good.
Bloodhound - all you need to read a person is something personal of theirs, they don't need to be near you.
The 'read a person' questions are:
is your character telling the truth? - N/A (not saying anything - they're not there)
what’s your character really feeling? - N/A, unless you go for a general 'mood of the day', which is less useful (but not useless in some circumstances)
what does your character intend to do? - makes you act more informedly.
what does your character wish I’d do? - ditto.
how could I get your character to __? - and again.
So, basically, the 3 bottom questions are much more applicable/useful in this circumstance, and they all help the abacus be more informed about circumstances and act knowledgeably.
Lethal - whether using a weapon or not, always inflict at least Cool-harm, before armour. If there's a weakspot you know of, ignore that armour and do ap-harm instead.
Only attack an opponent you've researched. Be un/underarmed so as to appear less threatening without significantly affecting your lethality.
Special move:
When you have sex, you lose your control. Your partner can have you wake up anyplace they want, good or bad.
Only have sex with someone you really, really trust. Even then, only maybe. In other words, don't have sex.
Of course, if you want to get to a secret moonbase, this is a good way . . . (j/k)
Are those the behaviours you wanted? Are they consistent with the fluff?