Thing is, IMO, it's nearly impossible to build a set of rules that 100% of the fanbase is happy with. Can you get a ruleset for a vast majority? Sure. Can you get a ruleset, that, every bit of it appeals to all people? I highly doubt it.
The magic change and the attribute change seem to be the top 2 discussions, with devices in third. This could have several reasons.
Devices are likely to affect people who play those characters often, and thus, they are more likely to be vocal about it.
Meself? I explained due to my less-common games, slower advancement just makes it downright stagnant. I also prefer raw potential vs. a ton of world-class skills, as it feels better to me, so attributes being more expensive does not gel with my mindset. Again, I find it easier to swallow a character with straight 4-5 attributes than I do a character with 3 skill groups all at 6, plus 3 more skills at 6+2. The die pool of a character with Attribute: 3 and Skill: 6 is the same as the character with Attribute: 6 and Skill: 3. I've met 22 year olds who could easily lift large amounts of weight in my time; yes, deadlifting the 90 kilo range just like in the book.(15kgxStrength for a deadlift off the ground without a test.) I have not, I don't think, met a 22 year old who was a rating 6 in anything. Now, it's not like I know hundreds of these people, but I certainly know more than I do said 22 year olds which, by RAW, would have a 6...which I said was probably none, or one if I think really, really hard and I squint.
Yeah, again, I try to keep too much real life out of my games, but sometimes it comes into play, and this is one of them.
Now, it seems that one reason why people prefer the skills higher is due to the amount of skills linked to an attribute. Some attributes have a lot of skill linked(Agility, Logic), while others have very few(Strength.) I always thought one option was to try to even out the amount of skills linked to each attribute, but this can become difficult as it raises some more issues. Changing costs raises other issues.
In the magic incident, it has raised yet other issues, with the whole overcasting bit(rather than making it worse to overcast, it makes it better to do so.) Some feel that the spells should be kept the same and overcasting is the thing that should be addressed as being harder, while others like these new changes. Some folks who don't have to deal with magic characters often don't think about these rules as much, but rather the tech rules, which they might deal with more in their games.
But again, I think what i'm trying to get at is that it's damn hard to make the 'perfect' system that everyone agrees on. Some didn't like the old Karmagen. Some, like myself, loved it. Others were fairly neutral.
Of course, the option to use any and all comes into play. I would, for example, if I used the new Attribute rules, give 1,000 Karma so I could approximate what the old characters were like, since they were around the power level we like to play at. (If the new RC errata gives around that much I'll be happier with it.) Between that and giving a bit more karma, we can pretty much get the games we like to play back on track with how we like to play them.
Same with magic; I suppose one can houserule rather easily that the Drain stays as is in SR4 original; and overcasting is subject to harsher Drain instead, if that's the problem.
Sometimes I wonder myself why I get a bit bent out of shape, because I know if I don't like a rule, it goes out the door. (We have our own houserule collection that works wonderfully for us-no Availability limits at chargen, when we used to use BP we made the last point 20 instead of 25 to make the math even, we use optional rules like old Adept geas, we allow people to start with higher-grade cyberware as long as they give us a small explanation. Our rules, basically, enable the people to make the character as closely as they have in their heads as possible. And again, we have very little powergaming-we make things so lenient there is no reason to, and the die pools stay even more balanced than Ive seen under strict systems...which, I know with myself, I tend to try to bend a lot more than a lenient system. I dunno why-it's just that the more freedom I have, the more balanced I become.)
But again, some tables have to deal with an onslaught of people who are rampant powergamers who try to milk every last drop from every die, and perhaps they enjoy changes to make their life easier. (I find it easiest to lay down a rule called ''don't be a douchebag'' and it usually gets the point across.) Tables whose mages tend to run rampant over every other character might like the new mage rules. Tables who have to deal with the Tech Squad in their facilities transforming Sony Emperors into 4x Fairlight Excaliburs and 2 Wal-Mart Walker Drones into Banshees armed with Thorshots in the first day of gameplay might like the new tech rules.
Yeah, sorry for getting long-winded again but it's true that you'll never please everyone with everything. As an avid video gamer as well it happens with videogames all the time when things change; I also play WoW and the changes that happen every patch has one side cheering and the other side screaming, only to reverse it come another patch. Any tabletop game that changes is also likely to have this.
Nice points about oldheads tending to be grumpier; i know in WoW a lot of the new players don't find patch changes nearly as frustrating as folks who have had their classes jerked about for the past three years.