well, seems now its going away from if it makes sense or not, to a bit of a discussion of house ruling in general and the usefulness of skills, and a little bit of minmaxing.
Now, i take the poise, as mentioned, if it makes it more fun at your table, go for it. But that's the whole table, consisting of other players and a GM. As a GM, i listen to my players. If all of them are unhappy with a rule(and i mean genuinely unhappy, not just whining to get some extra points), then i will probably work to change it. If I dont like a rule but all my players do..then i probably will either A. Keep it or B. Work out a compromise. A game is nothing without all of its players, and if they leave the table because they don't like how i GM, well, then i don't have agame. a GM is not a position to grab a bunch of power and lead your players around by the nose, IMO. I'm not saying anyone does that; but i'm saying that the players should have SOME say in things. Maybe we just run our table weird, though.
Ok, to go off on a small tangent, but to try to make a point(again, im not trying to rain on anyone's table with their houserule choices or call them bad choices. Im just mentioning a few other things.)
Anyhow, there are plenty of skills that don't get taken 'as often' with certain characters. In the Dodge example, plenty of folks DO take dodge instead. In fact, the only players i see using the gymnastics dodge(the one question of being unbalanced with the Synthacardium), are the combat characters, and then, they are usually pretty specialized combat characters. I know they are popular, but honestly, i see plenty of other characters get played too. As said, they are already paying double for the gymnastics dodge. Granted, yes, many of them already take the skill. But...they are still buying up two skills where someone mainly non combative will only buy one. The arguments presented is that 'Dodge is Useless'. Becuase only non-combattive(id say making up a good portion of the runner population.) And that adding Synthacardium to the dice rolls makes Dodge more useless, because combative characters can get 1-3 extra dice on a dodge roll. (which is like, less than a hit to a hit on average?)
Take the Firearms Group. For those who want to go higher than 4, they of course split the group. Now, in my experience(might be different for you guys), Pistols wins out as 'Most Popular' by far. If you're only taking one gun skill, and don't have any character specific gear in mind, then you probably go with the reliable, concealable, Pistol. Next in line i see Automatics. Automatics includes Machine Pistols(when you need some extra punch with similar concealability), SMGs(the weapon of choice for many who want the bigger firepower without being big. Still conealable, upgradable with stuff like gas vents, inexpensive so easy to ditch if need be, and able to throw out BF and FA even for supressive fire), and Assault Rifles(the general weapon of choice for those big gun types. These folks might have heavy weapons as well, but the AR would probably be the choice before an LMG if you're in a sensitive area). Anyhow, in alot of gunbunny/combat types, Automatics seems to be choice number 2 due to the amount of variety.
Now we get to Longarms, which includes shotguns and rifles. Now, Shotguns are always nice. They have choke, they can fire a variety of ammo and pack quite a punch. Inexpensive generally as well, gangers might be seen with these or just someone looking to make an impression...seeing a big ol' double barrel pointed at you is quite threatening. And Rifles pack big punch...hunting rifles are tough and can be purchased rather easily with just a decent fake license and sniper rifles are some of the most powerful weapons before the big stuff. But yet I don't see Longarms taken as often. Again gangers, yeah, and specialized assassin/snipers/hunters do, but for the 'general combat guy', if there is one Firearms skill that has to be stripped out(or taken at a low rating), it's Longarms. Why is that?
While they indeed pack a punch, and shotguns/sport rifles are easy to come by, and can be silenced/supressed...they folks think you can leave behind. If you have 44 points left, and you want to make a Really Awesome Gunbunny...they can take Firearms Group 4, OR Pistols and Automatics at 5(+2) each. Oh, again, i see them taken...but if i had to say it, Longarms seems to be alot more 'character specific' than 'general purpose'. (There seems to be bunches of skills that any takes...Perception, for instance, but some are much more character specific, like Locksmith.) Most folks playing combat/gunbunnies aren't as sad leaving the poor Longarms behind. They'd rather have the combination of concealability, ease of tracking down, upgradability, and power/number of weapons usable by taking Pistols and Automatics.
but should we start saying the Smartlink no longer works on Automatics just to get people to start taking Longarms more? Now, again, in your games, perhaps the Longarms ARE popular. You could always take out 'Longarms' with 'The Unpopular Choice'.
What about Biotech? Should we say the Cerebral Booster works only on Surgery and not First Aid because people like to take First Aid but not Surgery?
Perception? Should we say that the eye and ear mods don't work because no one takes specializations of 'Scent' or 'Taste' when it comes to Perception? No one takes Lockpicking. Should you make ALL of the locks traditional and take out the autopickers? Palming isn't as popular as Infiltration surely. Is it right to say that stuff that gives an Infiltration bonus no longer works but instead it gives a bonus to Palming?
See, im not trying to be a pain in the ass, but by saying ''not enough people take this skill so for the sake of game balance we want to nerf the skill they DO take'' sort of sounds like this to me. You guys are probably meaning something else, but at first listen, you might understand why it sort of sounds like this.