I am glad it worked out to some degree at least.
It is safe to assume, that all cyborg parts transformed as Accessories.
Due to the differences between DAZ and CC armature, such rigid parts would behave differently while being animated.
Aside from that, DAZ has locks in place, where certain bones could be set not to rotate beyond certain degree.
That means if you manage to transfer calibration clip inside DAZ and remove locks, you'd probably get the same result (may a little better - again, because DAZ bones positioned natively).
So what you need to do to fix it, is to convert torso, all pieces inside the neck/head and 2 shoulder pieces to cloth (Transfer Skin Weight).
And do it in standard pose (preferably a T-pose). I would also merge head/neck pieces together before weight transfer.
Obviously it would transfer weight from human body and bending/deforming cloth items would be quite smooth and bent metal pieces unnaturally.
This is where fun would start. I do not want to repeat myself, so check this out please:
https://forum.reallusion.com/FindPost486276.aspxThe mechanics inside the neck would probably be OK without any weights tweaking, but the shoulder joints would need some "scientific" approach
to keep the balance between shoulders flying away from torso and melted jelly type joints. Specially, that shoulders mesh have influence from multiple bones.
The other avenues to explorer would be bones tweaking alongside with converting pieces to cloth and proper bones joints placement.
All those mentioned could be done inside the CC, but it's really a job for an external app such as Blender for speed and efficiency.