When I played Spirit of the Century I felt that the conflicts were too long because of the way that Stress and Consequences worked. Since I didn't want the conflicts to take most of the session in Spirit of the Code I decided to use some of the faster conflict rules. I decided to make stress work like minion stress and had consequences reduce the amount of stress taken. Since I pre-ordered Starblazer Adventures and got the pdf, I basically am just taking their stress system.
The second question I worked on for stress and consequences is what different stress tracks I wanted. Eventually I boiled it down to three tracks: Physical, Digital, and Social. They each work pretty much how you would expect them to work, except for Physical. Because I wanted Physical combat to be the last resort and a sign that everything has sudden gotten serious, there is no Physical stress boxes. That means that every single requires that the character take a consequence (or more then one) or be taken out. I hope that this makes physical conflicts seem very dangerous and help make my players avoid them, which is something I want.
Anyway, those are my first thoughts on how Stress & Consequences should work in Spirit of the Code.