My favorite conflict system is the one in Dogs in the Vineyard. We actually had people give up conflicts, because the process of playing it out proved their point of view and intent wrong, beautiful stuff. I have no idea of how to implement it into Mutant though.
However, I kind of dig Mutant’s social conflict rules as written. Yeah PvP turns into one active player rolling to manipulate the other one, but there are a ton of cool modifiers based on what they want, and who is backing them up. It reminds me a bit of how it works in Apocalypse World (which is the inspiration after all).