You mean my GLFX branch, right? The one from https://github.com/MonoGame/MonoGame/pull/5354 ?
That is also the place for comments or reporting issues you might run into when testing this now an where you can track development. For more 'informal' chat or an explanation of how this stuff works you can post here or in a new thread on the forums or on the MG gitter channel.
The runtime might work as is, but I've only tested it with MGs SpriteEffect. Your chances are pretty good since building the effect was succesful. The next steps for GLFX are translating the other stock effects and doing a lot of testing. There's probably some bugs, but in general the implementation is done. After we finish the aforementioned steps we can make GLFX a part of MonoGame. It would not become the default solution until we have a stable tool for translating GLSL to HLSL, but people that want to use it can. They'd probably still have to build from source though.
I'm currently writing a custom parser for the effect syntax that should make the GLFX path a lot more stable and in general throw better error messages. One of the reasons I'm working on the parser (there's reasons that are not related here too) is I had to hack around the limitations of the current effect parser to get GlFX working and that might cause some issues later on.
I'd gladly explain how this all works in more detail later when I have some more time. Are you interested in the internals or just the practical end-user side of things?