I had a though on a new way to take glitches. Make them not into mistakes. Rather you introduce a new element into the scene. Glitch your negotiation roll to score a fix, and a Star car rolls by your alley really slow. Now, you and your contact have to figure out how you want to play it. Glitch an infiltration roll and The drones happen to be patrolling in where you need to go. Glitch a fire-arms check and the guards authorization to switch to AP rounds.
Glitches only complicate the scene, Critical Glitches complicate the story. Maybe that's when a contact find out you were seen talking to a rival faction asked what was going on. A personal enemy get's one step close to you. The law starts a crack down on some consumable you burn through etc.
Rampant Gremlins - I don't like guns when I use guns things get ... complicated.
Given that take on glitching you could then allow gremlin variants for any skill, maybe even require soon. Alternately you could allow varient gremlins not count against the flaw limit, but the BP can only go to skills. I see it as tool to give players a little control over how there characters get some spot light. If they heap gremlins on there primary pool critical glitches are unlikely, so it really just means that scenes where they are doing there thing become a little more interesting. If they put it on a secondary or tertiary skill that's critical glitches are more likely players have more interesting choice to make. Let's say that you're doing a major shopping before a big run. Of course the face goes and does there thing, but it becomes an interesting question about where or not it's worth it send the Shaman with negotiation gremlins out as well to pick up that extra something.