I think this is a great start - and a good place to start playtesting. Something that I think might be interesting is to include a way for cumulative Stress/Trauma to influence the difficulty of later actions. This could be along the lines of "adversarial dice" that get included, or even changing the number of successes needed per objective in a complex roll.
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I really appreciate this suggestion! I had to think for a bit about how to incorporate trauma and ultimately decided not to delve into it too deeply for the playtest. It's downright hard to create game mechanics around mental health and has to be done extremely carefully. I intend to expand more on this in the final version where I have the time to address it thoughtfully.
What you will likely see is an effect on downtime and out of mission actions to create the dichotomy that harm affects your ability to fight, and trauma affects your ability to function or be comfortable outside of fighting.