Okay, I'm considering/idly prepping for running a game of this via Google Docs, so it's time for a second pass.
Good news is that all of the stat lines add up correctly.
Activist
First stat line actually says -2 Hard, but means +2.
Opportunist
I'm still very dubious over faith -2, as it's the easiest stat to ignore, so makes a good natural dump stat.
Pilot
To get around the problem that all pilot moves can be taken:
New move: Wing and a prayer
When in a battle, or just about to enter one, you may make a Leap of Faith using +Cool instead of +Faith.
President
Probably too late, but I'm not sure about Campaigns. My thought is this:
Start with 3-juggling. When deciding what you've been working on, you must declare exactly what your campaigns are and what number of favours/amount of risk it is beforehand, noting that you may have multiples of one level of campaign, so long as they are different things.
Obligations:
Inter-ship relations (cooperation/tensions/-EXPLOSIVE INCIDENT) (covers Quorum mediation & inter-colonial relations)
Internal security (secure/suspicions/-MISSTEP) (covers surveillance, law enforcement, espionage and ship defence)
(Misstep basically means either something that shouldn't have been done was or something that should have been done wasn't)
Labour relations (productive/inefficient/-HALTED) (covers health care, labour relations, salvage & fleet reconstruction)
Campaigns:
Support a position/person (1-favour, -EMBARRASSED)
Mutual back-scratching (2-favours, -ENTANGLED)
Extreme measures (3-favours, -OFFICE THREATENED)
With this, a single '+1 juggling' advancement is fair, since it means you don't have to shirk your obligations to actually get anything out of your job.
Basic moves:
Suggest you remove 'Is your character telling the truth' from the list of 'Read a Person' options, just to make cylon-spotting a bit more than trivial.
You have the fleet population as being 34,560 to start. According to
http://en.battlestarwiki.org/wiki/Survivor_count, the series *ends* with about 38,000 survivors. I suggest 49,317 as a better starting number. Likewise, you *may* wish to up the size of the fleet from 47 to 63 (see
http://en.battlestarwiki.org/wiki/The_Fleet_%28TRS%29). When numbers start bigger, it's easier for the MC to destroy a few when things start going wrong.
The way you've handled Cylons is faithful to the source material, but I've decided if/when I run, I'm going to shape them into more my own thing (probably including serious deviations from canon, such as no resurrection!).
From a mechanical perspective, I've decided to just add automatically two moves to a revealed character (and no further cylon moves are available): one being Ambush the Fleet, the other being like the Engineer's workspace but not needing a proper workspace, and only applicable for communications devices to contact the cylon fleet. The idea being that they use that move, ask the MC what they need to do to make a new comms device, spend time doing that, then when they do, they can use the 'ambush the fleet' move. Gives them a reason to not be constantly spamming 'ambush the fleet'.
I mention that in case you wish to use the move idea.
Edit: Also, v2 zip file is (or at least was) missing Damascus Falls love letters that were in v1.