Overall, quite excellent. I want to try this out in a one-shot or two (and give GM advice from my findings) - it may take a little while though as I don't have chronotech capable partially pregenerated characters, so players will need to create characters the normal way (which takes longer, as they'll want a thorough understanding of the setting to know the full breadth of possible characters).
Entirely unsurprisingly, I really like the stochastic approach, and very much enjoy the fact that low level chronotech comes with minor downsides. Besides being easier to run as a game, I find that the chonotech has more personality. Of course, you really should get a second opinion on all of this, as I'd be hard pressed to find anyone more biased than myself.
I started writing this post at about 5 or 6, and it's now past my bedtime, so I apologize for rambling towards the end. I shouldn't be posting at this time of night at all, but NaGaDeMon isn't forgiving of delays.
pg 9: typo: Predictive Armor:
“Even stealthed attackers with Near-c weaponry are must still go through the normal conflict system rather than blitlely (blithely) murdering someone with preactive armor.”
Listener benefit: treat Chonotech score as 1 point higher for channel duration. This creates an appearant problem when someone is at Chrono 1, as Chrono 2 has lower channel duration (minutes instead of hours). Honestly, I'd recommend making it clear somewhere that someone with Chono 2 can, of course, use a Chrono 1 channel at Chrono 1 duration when that's an improvement (with all of the downsides of Chrono 1).
pg 26: Rationalist League: first paragraph refers to the Observer Effect, but I'm not sure it's mentioned in the rules anymore.
The Mechanicans also mention "interaction permits alteration".
Ah, never mind, it's explained on the next page. Maybe include a page number for the next page in these references? There's something amusingly achronal to referencing a future page number as if it occurred before the text.
pg 30: Push and Pull:
With stochastic chronotech, the "push" paradigm is more obviously not the one to use, since possible future you is pushing information. And there's lots of possible yous in that future. Similarly, even if your character tells their past self something important, it may have (and indeed was) swamped out by other possible present yous sending contradictory messages. You need to send information back for chronotech to have worked, but that information doesn't let you change the past - what happened happened.
This also effects the philosophy of slipshanks a little. The events that you've already role played are set in stone - in Continuum terms they're your Age - at the level of the player instead of at the level of the character. Slipshanks are a mechanistic way to represent the effects of chronotech, modifying the past, but they're a game mechanic operating at the level of the player - similar to rolling dice for an attack in another RPG. They slide around the narrative to keep the story working properly. An attempt to slipshank an effect against known previous events is doomed to fail - your character didn't act on it (and we know that because you didn't act on it when we role played that period in the game), which probably means that it was swamped by other future messages and never got through. That said, it's entirely in-character to send such a message back anyway, even knowing that it won't get through, because doing that is necessary for chronotech to work at all. All those possible futures had to do the same thing, or you wouldn't have gotten anything in the first place.
pg 36-37: SA 1 rules: A number of the text blocks repeat text from previous blocks. For example: "You can ask yourself advice for the next few days." shows up for Chrono 7 & 8.
pg 37: Temporal Expertise: should specify that you can bring your professions above 10 in this way.