Here is a start, i included some descriptions as a guide, I will post more, just wanted to see if this was too much information.
Prone (bonus to hit in melee, penalty to defense unless it is a ranged attack over 5 meters)
Unconscious (full stun damage, full physical damage)
Decking (perception pool modifier based on mode)
Rigging (perception pool modifier based on mode, able to access vehicles and Drones properly equipped)
Projecting (invisible to “Real Space” unless materialized or use of Perception, Drugs or sensor by observer or certain passive (Living Walls and Wards) and active (FAB Net Guns, Clouds) and natural/major mojo (Background Counts)
Rigged (Vehicle/Drone, allows a subscribed user to access or hacker to hack)
Reflexes 1(allows +1 Initiative Pass, generic term applied to Synaptic Accelerator, Wired Reflexes, Improved Reflexes Spell and Adept power, Cold Sim VR) –not sure if you want a non reflex state for IP 1.
Reflexes 2(allows +2 Initiative Passes, Hot Sim VR)
Reflexes 3 (allows +3 Initiative Passes)
Concealability (modifier for carrying concealed weapons, Concealable Holsters, Lined Coats, certain weapons all affect this, can be broken into Standard and MAD scanners)
Dodging (Full Defense option, uses Reaction + Dodge (vs Ranged) or Reaction +Dodge*2 (vs Melee) or Reaction + Dodge + Melee Skill (vs Melee)
Blocking/Parrying (Full Defense option, uses Reaction+ Melee Skill*2 (vs Melee Attacks only), except with Missile Parry Adept ability)
Subdued/Immobilized (cannot move, must test to break free, typically Strength + another attribute/skill)
Critical Damage (more advanced perhaps, but to handle critical glitches on damage resistance tests, such as internal bleeding, fractures, cyberware damage)
Wound Modifiers (every 3 “pts” or “boxes” of damage equals a cumulative -1 penalty to all dice roll tests except for damage resistance, exception low pain tolerance trait, every 2 pts = -1.
Dead Man’s Trigger (used when about to fall out of action, requires three seperate conditions, 1 action left or Initiative Pass, spend 1 edge, and make Body+Willpower(3) test, then it allows a single simple action before dropping)
Acid Damage (used for “weaponized” chemical (Ares Squirt, DMSO) immersion or contact. Unless immersed rating reduces by 1 a round (not IP), resisted by ½ Impact, exception Chemical Protection armor upgrade)
Electrified (chance to be “stunned” Body+Willpower, resisted with ½ Impact, exception non-conductive armor upgrade)
Fire (chance of catching fire depends on clothing worn or item being lit on fire, damage scales depending on GM discretion ie; fuel, attempts to extinguish, rain, can ignite ammo and explosives, destroy equipment or render inoperable)
Btw; That looks pretty hot.