It hasn't been specifically being pushed; with the 'difficulties' that are out there, it hasn't been the foremost priority... Having said that, if enough feedback was generated to see the project in general demand, I'm sure that priority could change.
A few chapters/sections have been composed by myself, I will be playtesting them in the next few weeks and know of certain tweaks by Xmas.
Others have expressed interest and have a wonderful house rules documents. While they specifically work for their campaign, we would need to streamlined them into coherent add on chapters; it's tricky. There are some rules that change the mechanical scope of the game and wouldn't be advisable - these types are fewer than the majority that just need to be categorized or organized into what sort of rules they are. There are a lot of new powers that would mostly be cool, though a few that make some existing powers redundant would likely be left out. Some powers could be specifically added to the wildcard powers as suggested uses and methods - that could be a great chapter.
All those considerations for the project's sake would be run by the editor on the project - and that's not me
All in all, it is still a desired goal and when it comes down to it, we have heard from a few folks. The reason we're leaving it somewhat open to submission is because we believe at the end of the day that some of the GMs out there with long standing campaigns are honestly qualified to weigh in, if not design, rules upgrades.
I will see about putting up a special link for submissions to this project specifically on the FGU site and if John wants to start a thread, that would be welcome too. A caution I would say is that the thread if made, should be for discussion of rules handling: Actual submissions should be sent in/emailed as word docs.
And a last thing I would say is that this rules companion must be written with the idea that any of the optional rules set forth would be truly optional, and if they include new stats, which I know I wrote a section with a new stat, that any rules written to incorporate that new stat should be designed to work *without* that stat and use existing material (which is how I've also been approaching this...).
I hope that this answers some of the questions... thanks for giving me the opportunity to answer.