One of my jobs as Assistant GM for my local Shadowrun group is approving characters at character generation, and creating prime runners and other grunts for our party to face if our GM so chooses. One rule that just became apparent to me is the rule of maximum modified skill ratings (I am still fairly new to the Shadowrun scene, so pardon my ignorance to subtle nuances in the rules). I was aware that a skill had a maximum skill rating at character creation (6, 7 with aptitude), but was not aware that certain modifiers contributed towards a maximum skill rating equal to 1.5x the unaugmented skill rating. However, I found the rules for max. modified skills to be a bit ambiguous - as I often feel the rules for this game are. The text for the rule is as follows:
"The unmodified skill rating assigned at character creation or purchased
during game play is considered to be the character’s base skill
rating. Some abilities and implants (as noted) may increase this rating,
creating a modified skill rating. A modified skill cannot exceed the base
skill rating x 1.5 (making 9 the maximum possible rating, or 10 with
the Aptitude quality). Specializations, spells, and other implants may
provide bonus dice to a skill, but do not change the base skill rating. These extra dice are listed in
parentheses after the base skill, as in Spellcasting 4 (+2)."
My question is, what constitutes a modifier to the base skill rating (and thereby creating a modified skill rating), and which bonuses are treated as not changing the base skill rating? Obviously, all adept powers and modifiers given by cyber/bioware contribute towards the maximum modified skill rating, and specializations only provide bonus dice, as would pieces of gear or tech. I'm assuming qualities count only as bonuses as well. Am I wrong about any of this, or am I missing anything? Is there a difference in wording that makes it apparent whether or not something applies a bonus or a modifier?
Thanks in advance for all responses!