I don't see why pulling the orbital characteristics straight from US2 could do much harm.
So I've been playing around with US2 for a couple of days now and I think it is technically
possible to convert a file to SE. But let me explain why this is a very difficult job.
If US2 stored orbital information in the same way the SE does, it wouldn't be a problem. When you open up a .sc file for SE, you can scroll down until you find the semimajor axis and inclination and everything, erase them, and then type a new number and you're good to go. But US2 doesn't have any of that, because those values are constantly being calculated and re-calculated in-game while the simulation is running. So you can't make a program that just pulls the information from a US2 file to re-format it for SE, because the information is stored so differently. For example, here are just a few lines from a US2 file for a planet:
The position is the coordinates in the 3d grid, while velocity is, well, obviously how fast it's going in each direction. These numbers are used to calculate all movements in US2, not just orbits, so they must be stored this way. Converting that into orbital mechanics that SE can read is... not something I'm going to school for.
But still possible, technically. Not by me though. And even though it is technically possible, this would still only be a snapshot of the system at the time the file was exported. If your simulation had a planet on a collision course with another, or some planets with no orbits at all, there would be no way for SE to handle those kinds of movements and things would look weird after it was converted.
And all of this comes back to something I said earlier: that US2 is a simulation,
while SE is an emulation.
The data behind it all just isn't the same.
Anyway, sorry to break the news to you. If I could do it, I would, but I don't have the physics knowledge to take a vector of coordinates and velocities to translate into functioning orbital mechanics