First thing that was excellent execution, and way to own the move by sealing it too, so that's worth double props I figure
On the pdx issue in nuclear and thus shooting, Andy basically had it covered:
Matador (pdx legbeater) is 5 adds, the nuclear set dex is completed fully in this moves (think hippy pdx illusion), as the bag travels back to the op (original setting) side, giving it the dex and the pdx add components and then the 3 component adds for the finishing butterfly.
Shooting Butterfly is the same deal, it just gets and additional add for the stepping (or it may be pogo, either way you know what I mean) component of the set.
So Nuclear (and shooting) moves where the bag travels back to the op side after the nuclear dex will always make the set receive the additional pdx add. That's fairly straight forward, it's the next part which gets interesting.
With Nuclear ss (and shooting ss) moves the nuclear dex is only partially completed (think hippy far legover dex), so the set dex doesn't get the pdx add. However if the ss move is a full dex then that move gets the pdx, because basically if you take out the nuclear set you would be performing the pdx version of the downtime move.
So nuclear ss mirage (pdx tap) is a 4 add (1 add in the set, 3 for the pdx mirage), which fits that it would be harder (how ever slight that may be) than the regular tap. This would make shooting ss mirage a 5 add move.
Hope that helps someone out there