Conceptually the 'fluid currency' sounds like it'd apply nicely here, and it's exciting, but I'd have to see it or hear about it in play before I'm positive there's not some issue lurking there. I'm just not sure if "+1 to that guy" has the same interaction with the fiction as "-1 to my guy", even when they're directly opposed. But like I said, it's probably awesome.
+1's make your success more likely. -1's make your success less likely.
Having equipment that's just poetically perfect makes you more awesome.
Fighting with adults who understand you and are prepared for you makes you more impotent.
So, those two things aren't exactly the same. But they're what the system can model elegantly, and the more I think about it, the more I like the implications inherent in it. Adults can only ever be good at holding you back, and they can only ever be good at that by being prepared. That maps to my adolescent experience perfectly.
I *really* like your shifted definitions of harm. For one thing, the examples are so genre appropriate (horrible confession: I watched Buffy for the first time two nights ago. For shame, I know!), for another thing, that's such a subtle but powerful way to alter the kind of charged interactions people will have in your game with practically zero rules change. So, kudos on that, that's so cool.
From the beginning, I've known that gear would be much less important than in Apocalypse World. In the apocalypse, having a loaded gun and a consistent supply of gauze is hard to manage. In high school, it's pretty easy - you just take your parent's stuff, or get them to buy it for you, or you sleep with someone in senior year in sort-of exchange for what you need, or you jack it. Whatever.
But at the same time, when someone has a gun, I want the natural reaction to be, "Woah, woah, woah... let's all chill the fuck out! Lynn, what the fuck are you doing with a gun in your hand?"
So, changing the harm scale and the way we think about harm was a big thing, for me.