The conversion rules start on page 219. Divide by three, round up. Same as mechs, just then further subdivided into 6 pips.
Im not sure about the second element though. As far as I know, AToW is unconnected to Destiny and one is not used to inform the other. I'd work back from TW for damage conversion, as all the other conversion examples do.
As far as I can find, the physical augmentation of the armor doesn't impact Destiny, beyond being used in descriptions of what you can attempt in scenes (An Elemental carrying someone like a sack of potatos, or a heavy Gnome might flip over a car to use as makeshift cover, or Kool Aid Man through a wall). A little pondering has lad me to the following values I feel work. Armored gloves do standard melee/martial arts damage (2F), basic manipulators would do either 2-3 regular damage (No strength bonus), Battle Claws as per the book do 4, heavy claws would do 5 (-1 at close. For being bulky and not designed for close quarters melee) and that the addition of a vibroclaw or other implement add a flat +1 (in addition to making the attack lethal) to whatever value. If you feel a very large BA would do more damage, just add a point or two to the values until something seems right.