All the moves on the list will use the new Advanced Martial Arts skill (I'm not sure about the name, but it needs to be different from the Martial Arts specialization under Brawling). It is not tied to any attribute, costs 10 CP for your first 1D, and increases independently of any other skill or attribute, just like Force Skills.
All the Advanced Martial Arts skills should either do bonus damage or provide a bonus effect over a standard brawling (or Brawling:Martial Arts) roll.
I see an issue about defending against these moves. These are advanced moves, so I'm tempted to say you must defend against these moves using the Advance Martial Arts dice (with appropriate MAPs). If you're not an advanced martial artist, there's no defending against these specials and you have to rely on the attacker failing the roll.
However, that seems a little too powerful to me.
What do you guys think?
An alternative is to use an Advanced Martial Arts roll as the opportunity to throw a special attack using your Brawling:Martial Arts skill. So, you want to elbow smash, you roll your Advanced Martial Arts dice. If you're successful, you can then make a Brawling:Martial Arts attack, but apply the bonus damage to the attack if successful. Defending against that attack would follow the typical rules for attack and defence.
I'm not sure how to handle it. What do you think?