Today we played the session in the Aurora.
Finally I used the suggestions here, and chosed simply use "Mithril" template for glaucite (+2 DEX, -3 ACP, count as medium armor), and added the muleback cords because it gives a great feel of "servos", without giving away too much power.
I decided it was better to wait for the armor upgrades for another day, because otherwise it would frontload too much reward. The collateral damage of instant gratification is delayed frustation, and if I give the player too much in his armor now, he'll probably wont receive anything more for a long time (to try to keep a bit with WBL, which I only use as a guide, specially in this setting, but it's still important to be "in the same ballpark" at least).
I let the player (who has Technological Arms and Armor feat) that he knows the armor is incomplete. In fact, there were 4 ruined armors, and he was able to build one (using his feat) using spare parts of the 3, but several inner systems are damaged. He will be able to upgrade those later.
I think this solution is smoother, frontload less wealth (and thus produce less shortage of reward to compensate later), and let the armor organically upgrade into something better. Also, slowly upgrading your equipment with salvaged parts gives a good "Fallout feeling" in the early to mid levels, while still allowing "powerful superheroes in power armor feeling" for later, with higher levels, when the tech goes wild.
Thank you to all that contributed
To Mathmuse: my idea was that to place the armors in the room with the 4 HEV armors. Although the armors there were more suited for enviromental crisis control (HEV), that room was, in fact, a guard post. I supposed it was some sort of armory for a few marines that served in the Aurora as armed defense. There was also a set of rifles, and a set of grenades, which the feral androids took (they used the rifles as morning stars for so long that they ruined them, becoming useless as rifles)