Glad it's going ok so far. Let me know if anything goes wrong with the conversion - it's reasonably stable as a fair few games have gone through it, though sometimes the process falls over when something unexpected comes up. There is usually also scripting issues to fix - for the most part these are simple things like typing issues (where AGS allows bools to be used as ints and vice versa, where C# is much stricter), but sometimes more complicated modules take a bit of rework to get running.
After playing around with the AGS template games yesterday I'm wondering whether caching a known good C# version of common AGS modules might be a good idea, to limit the amount of rework developers may need to do. The only downside with this is that they'd need to be kept up to date with any of the AGS equivalents. XAGE has zero telemetry in it, but this is one area where I could see it being useful. On the whole I think I'd rather stay clear of any data privacy issues though.
To clarify, I don't see XAGE as a successor to AGS. The model AGS uses - an all-in-one program that handles everything for you - is compelling, and both the engine and editor tools are very mature. XAGE is aimed at people who want a comfortable AGS-esque experience but also want the benefits of using Visual Studio and C#, and the platform publishing mechanisms it offers.