I tried to point you towards the relevant parts, but lets try a little more detail:
First there’s the global property, KHFSE, which is in the usual place (Global Properties).
Then there’s the traits that try to change that global property when something moves into a particular map. These are in the ‘Ship’ prototype (near the top of the Game Piece Prototype Definitions), which applies to almost all the ships (counters) in the module.
Then there’s the counter that is supposed to use the KHFSE global property, the Klingon Home Fleet marker. Physically, this is found by hitting the ‘Ships’ button, selecting ‘Klingons’, and selecting ‘Markers’ under that. In the edit view, it’s at Ships & Units > Klingons > Markers > Fleets.
To see it in action, start a new game, select a map, pull out the Home Fleet marker onto the map and a couple counters from ‘Ships’ under the same submenu that got you to the fleet markers. Hover over one of the ships and you’ll see the stack viewer come up, which will have a tag something like “1202: 1 (1 SE): 12-12”. Those are all stats from the counter, and if you hover over a stack, you’ll get the combined total of the stack. If you hover over the fleet marker, you’ll get something like “0804: ? (0 SE): ?-?”. Only the SE is defined (by the global property), so the others are question marks.
Next to the Ships button is the “K Home Fleet” button. This opens a separate map, and is a holding box for all the forces that fleet marker represents. (It is “Klingon Home Fleet [Map Window]” in the edit view.) The properties in the Ships prototype should trigger when a ship is put or created in that window.
That last seems to be what isn’t working. Since the fleet marker has its ‘SE’ property defined, it’s reading the Global Property. But that number doesn’t change when fiddling with the fleet box, so the triggers in the ship prototype aren’t going off.