QUOTE (Aaron @ May 12 2009, 08:11 AM)

I'd love to hear ideas on building a "multi-tasking"-enabled system with a more optimal design that doesn't deviate from the normal paradigm.
How do you balance "multiclassing" in a classless system? You make the costs commensurate.
E.g. to be a half samurai, you need at minimum a dodging skill, a ranged weapon skill, a melee combat skill, armor, weapons, ancillary gear (e.g. smartlink, vision mods), and probably a speed booster. Assuming rank 4 skills with specializations that's 54BP for skills and probably 5BP worth of gear. That's 59BP.
What about a half-rigger? Pilot Groundcraft, Gunnery, Dodge, a VCR, commlink and a vehicle and a drone or two. Again rank 4 skills with specializations gives 54BP in skills and around 7BP worth of gear for 61BP.
Dodge, armor, weapons and probably Pilot Groundcraft will be had by most characters so the opportunity cost probably isn't as high as listed to go from whatever to whatever-samurai or whatever-rigger.
Now try a half-decker. Computer, Cybercombat, Electronic Warfare, Data Search, and Hacking skills, along with a comm and a big stack of programs. We'll cut the half-decker a break and give him rank 3 skills with specializations. Add four common programs and at least nine hacking programs plus a decent commlink, all at rating 4. That's 70BP for skills and 5BP for gear for 75BP.
That's ~15BP higher, the majority of which are skills. Non-hackers may have computer or data search 1 or 2, a mid-range comm and a couple of low rated programs but that pretty much goes along with the Dodge/Pilot above so the margin of error is comparable.
So if you want to make half-decker's acceptable without changing the subsystem, change the build-point cost. Cut it down to three, maybe four key skills: Computer, Hacking, Cybercombat. Data Search should be a specialization of computer (who uses a computer and doesn't search for files or text?!?) and Electronic Warfare should be a specialization of Hacking, since it's predominantly for detecting hidden networks. Let Computer+Sniffer find publicly broadcast networks. Computer should be defaultable, the other two should not.
You can recycle the spell mechanic, where program rating limits successes. That also mandates that they have the program, since otherwise they'd be capped at rating successes, which is 0.
Since we let people default Computer, that means regular folks will be using Logic-1, capped by their software. So Joe Illiterate (Logic 3, skill 0) with his off-the-shelf comm and the cheapest rating 1 software will roll 2 dice with a max of 1 success per roll, with a 56% chance of getting that 1 success. Joe Sixpack (Logic 3, skill 1) has 4 dice and can buy his 1 success every time, so except when he needs to use a comm under stress (or drunk) he's going to succeed every time.
Ta-da, I just fixed "multiclassing" and didn't introduce a single new mechanic. I won't even require a writing credit, I'll just gloat here on DS.
QUOTE
I'd prefer they take some solid stats classes and something that involves system analysis, or at least more analysis than interface design would require.
Be honest, the actual mechanics of SR4 in a flow-chart format would take up less than a dozen pages. Interface design will show them how people USE algorithm based systems (RPG == Software) and how to express that to people. There are several successful game systems that are statistically lame. But those products are REALLY good at teaching people how to play the game.