You can't mod Charms into D&D, no. The hack gave Exalts some basic extra benefits, a pool of Excellency dice, d8s IIRC, that they could add to their rolls, and a few innate powers lost to Skype logs. If you want Charms, just...mod the Ex3 movement system, instead of trying to fix 2e. Rip out the range bands and write in whatever you feel appropriate to Athletics and such based on what you liked about Second Edition. Start from a less fragile, screwed up baseline, because Shyft is flatly wrong, Ex3 is simply better, on a system level, than Ex2, and is far less fragile to modding to boot.Thank you so much for backing me up here, @Shyft
Have you actually tried doing this, or is it hyperbole/speculation? I'm actually running games in parallel on TGchan right now, one mostly based on D&D/Pathfinder (plus some GURPS) and another mostly based on Ex2, same core group of players, and I've been making what feels like slow but steady progress toward adequate Ex2 rules, whereas I wouldn't even know where to start on modding recognizable exalts into the most basic D&D system of character levels, while GURPS seizes up and chokes on it's own vomit trying to work out the appropriate point-buy cost and other mechanical interactions for something as simple as HGD or Duck Fate.
Or, fuck, go with @EarthScorpion 's Kerisgame (which is very well-done, to be clear, I'm not just suggesting it as "anything but Ex3", it's good on its own merits) hack, if you don't like how complex Third Edition gets, do anything but try to mod Second Edition, because Second Edition is, in fact, that awful.