(Arvid is the MC in that campaign, I'm a player)
I think they work out just fine. They do't feel like an obvious improvement, but not worse either. Now, not all the players are well read-up on all rules, and sometimes mostly go along, like "okay, so now you increase your Hx with me by 1" "What was that again?" "Those numbers in the middle, what's it say for Transfer?" and so on. With bonds, I don't think anyone but me and Arvid made sure to read and understand the document before we started playing, so there has been a fair bit of this, too – more than there would have been if we'd used the original Hx rules. So I consider the rules a failure for simplifying things. It doesn't seem to be more intuitive for our players than Hx. Maybe for a group who has played a lot of Dungeon World, though.
I would be okay with doing what Arvid says, and make everything positive.