Let's think about the Orks for a moment, shall we? Nobody ever thinks of the Orks.
Specifically an Ork Street Samurai with Agi 5, Bod 8 and Str 7. He's a relative newbie (still in character creation, and his attributes are certainly inside reason for this). This poor Sam wants to get a cyber-arm so he can mount a few choice bits of gear in it. He doesn't really care about his appearance, so he's fine with getting an obvious cyberlimb. But wait! In order for his cyberlimb to be even as strong as he is, he has to have a cybertorso! Ok, fine. He shells up the Nuyen... and discovers that his cybernetic enhancement is already weaker than his natural abilities! The poor guy just didn't know that even obvious cybertorsos have only 10 points of capacity, and since he has to purchase (2 for AGI, 5 for BOD and 4 for STR) 11 points worth of attributes just to break even, he's already got to give something up.
Whoops! Sorry, Street Sammies. No cybersoup for you. And woe to you if you're doing acrobatics (full-body Gymnastics tests) with a cyberskull that isn't agile enough! Everybody needs an agile skull.
Now, of course, there's always the Adept who wants to be as fast and tough as his Sammy brothers. He knows he's got a lot to give up -- they can get alphaware and better, and their enhancements tend to be much cheaper for things like attribues and whatnot. After all, they can get an eye package with vastly improved senses for .4 essence, including low-light, themographics, flare compensation, and more, while he's got to spend .75 of his (also Essence-limited) Magic for only the enhancements listed. But he's OK with that. Until he gets to Improved Reflexes.
5 points for +3 passes? Why bother? With 3 points, you can get +2 passes, and there are a wide variety of stimulants for that last one. Of course, why even spend those three when you can get it for 1? After all, at creation you can spend 32 BP, which is significant but far from unlivable-with, and just pick up the Bioware reflex enhancement for the same deal. You can even pick up Sensitive System to get 15 of those points back; after all, it's Bioware. It's not even a point-wise deal much worse than just buying the Adept power (with the added bonus of more free space, which can't be bought for any amount). Buying back that one point of Magic costs you 10 BP plus the 32 for the gear, or 42; buying the three points of Magic to pay for Improved Reflexes is 30 points anyway, so you're burning 12 points to keep open two 'free points' of Magic. If I could increase my Magic maximum for 6 BP during creation, I'd probably start the game with a max of like 12.
Here are my solutions.
First, Cyberlimbs. Since they're about the same size, it makes sense for Orks, Elves and Humans to use pretty much the same limbs. So simply assigning starting scores by race is kind of awkward; why wouldn't a human take an Ork limb for the bonus strength and body? You could say he's not tough enough for it, but the average values for Orks (6 Bod, 5 Str) fall within human limits, and you could of course have an Ork weaker than that; why would a 6 Bod 5 Str human naturally only be able to use a weaker limb than a 4 Bod 3 Str Ork?
Trolls are even weirder. Their Bod and Str attributes are much, much higher, and they're also proprtionately bigger. This means more room to mount reinforced servos and sturdier pneumatics (or whatever cyberlimbs have inside), and so the limbs should be naturally stronger, tougher, and with more internal capacity.
So: Most cyberlimbs come default with 4 Str, 4 Bod and 3 Agi. Thanks to technical advances and the simple nature of designed machinery versus evolved organics, they're naturally stronger and harder to damage than human limbs. Troll cyberlimbs are stronger and tougher, with 7 Str and Bod, and have more internal capacity. They're also 25% more expensive. Dwarf limbs are just as strong, but have less capacity.