Thinking back on the series and going through your notes these things stood out to me as important:
*Making people love you, what love can do to you.
*the more you use the opening to weird, the more there's a tip in the scales from self-determination to destiny.
*Questions of bigotry vs. forceful imposition of security.
*Sexual teasing, seducing. Very important.
You should definitely build on these. Things I'd also like to point out (and some of which the BSG boardgame does really well):
-dogfights, Starbuck kicking raider ass
-do we jump now and risk loosing people or wait and risk more? other variants on the same theme - ties in with the "what does the greater good justify" and "what will we do for survival" - also, survival vs. ideals
-dealing with pressure, release, drugs, sex, drink, boxing, gambling
-religion, followers, redemption
-visions are opening your brain, going weird
-internal conflicts, it's not just cylon-human, it's worker-leader, god-gods, destiny-free will, lovers-community, army-civilians, all kinds of tension
And I have to say it, but I'm not fond of your +5 Hx move.
Another brief thought: Caprica 6 is a Skinner.