Even though this might fluffwise be a nice option for some characters, it takes some twinking to make the minor benefits of these qualities amortize the BP you have to sink in them.
In fact, one would have to build a character starting with 125.000

Yes, i know there's some good and useful geneware, but enough to blow half of your possible starting money for it until a quality starts to pay off?
And i don't even want to talk about Genetic Heritage; one geneware mod for free, whoa.
And then, you just have to sink a quarter million

Not to speak of combining the two.
However, to come to the reason for starting this thread, there's a loophole here, a possibility that in fact, if widely applied, could render at least the Genecrafted quality a complete no-brainer for all aspiring biosams.
See, Augmentation p. 93 mentions that it is possible to replicate the effects of most bioware implants as transgenic modifications...however, it does not state which implants exactly fall under this category.
Imagine saving 20% off your new lvl II synaptic accelerator...
Or even getting it for free (well, actually for 10 BP, which saves you 6 badly-needed points and does not eat up almost two thirds of your possible starting money), since you inherited it from mom and pop biosam.
Or wait, it isn't gear anymore, why apply the availability at all?
Lvl. III please, it runs in the family.
You see where this leads.
Is there any FAQ regarding this issue?
Anything beyond a lame "GMs decision wether these options completely suck or totally shift/derail the way sam builds are conceptualized" ?
If there isn't, how would you handle this issue?
Leaving cultured bioware out of the available options for transgenic mods would prohibit the cheesiest uses of this, i think.
Any other suggestions?