Oh hey, the forums decided to let me log in again. Neat.
I suspect there is a good reason why they haven't been included in the official Chummer release, but C5iA will have to answer that question - it's possible he just hadn't noticed they were available.
Honestly, the last time I tried to use those files I wound up having to gut about 80% of it and rewrite the rest, and then a recalcitrant hard drive decided to flip some bits and die. Getting PACKs going again is on the list, but it's a relatively low priority.
Anyone else just lose the biocompatability versions of 'ware?
They're no longer necessary; the guy I got the Chrome Flesh data from didn't realise that you could use a certain key to discount the grades directly. That said, I think I need to do some rework on the math, as apparently Biocompatibility is now a 10% modifier to the cyberware grade instead of the base Essence cost.
I'd love to see a Life-Modules character creation mode added, but I'm guessing that's not much of a priority (no pun intended)
I noticed that there are attribute qualities for infected, but I haven't been able to figure out how to actually make infected characters (or make an existing character infected). Is it possible, or are the qualities just floating around?
Infected are sadly still a work in progress. Chummer wasn't built to have a cascading set of optional powers that are attached directly to the metatype and changing that is its own cascade of failure, so I have to mess about with qualities. As a bonus you get a handy reminder in your quality list of the Infected options you took. I'll have it cleaned up for release, but I got a bit distracted with the shiny chrome ball.
I couldn't find control rig booster from chrome flesh. (I find the bioware stuff... any tips?)
Appears not to have been added. I haven't had a lot of time to go through the data and fix all the broken/missing stuff as yet.
Wish I could say, as Chummer5.170.1 now requires Administrative access on my computer where it didn't before, and stops working almost right away.
I just tried the new version. There isn't any Life-Module creation in it from what can see, nor is it mentioned in the update notes.
Edit: Nevermind, you have to unlock it under global options first. But almost all the modules are missing, and it doesn't seem to go past Teen years.
Also found this in the lifemodule.xml 
Not sure what to make of this. Maybe make Rick Astley my mentor spirit.
Post-Addition: I can't seem to get the Proto-Transhuman quality to work correctly, is anyone else having this problem?
Life Modules are currently in a basic test phase, which is why they need to be enabled in the options. When we get to the full release it'll be a default option. I need to redo the documentation from the other guy, but the basic way that Life Modules work is through Stages and Modules. Stages are your Formative Years, Nationality, Teen Years, etc. We currently only have the first three defined, because data entry is tedious. For each Stage you're able to select a Module, from which there may be several Versions. This is for things like UCAS(Canada) or what have you. Life Modules will also pregenerate a background story for your character in the Background field, which can use whatever key you feel like entering as a data source. So you can use <metatype><random><ork><troll></random></metatype>, enter $METATYPE into the Story field when you're writing up the life module entry, and it will randomly select either the ork or troll. It's pretty neat. Translation support is gonna be interesting though.
Prototype Transhuman is just a placeholder, it doesn't have an associated bonus yet. There should be an Essence Antihole item you can use to emulate it though. I think I'll build something into the UI that marks placeholders in red or something.