QUOTE (Kerenshara @ Jun 19 2009, 05:24 AM)

It's not that you don't read me correctly, you just missed what I said: If your MAG is 4, then the most you can take in any power that had levels is 4. So that's 2 of your points. You could take a point or two of Mystic Armor to help out once you ARE eventually hit. That's all. And if you're using the "Points for metamagic" option, it gets even more important. And they are die pool modifiers, which means eventually you'll get to the "20 dice or" cap proposed in SR4A. I was suggesting other things to do after. Of course, you could always spend essence on Orthoskin. And here's a little math for you: Even with the reduction in price on the Improved Initiative power, it costs 4 points. Synaptic Accelerators are 1.5 points of lost magic, rounded up to 2 in normal form (less in Alpha Beta and Delta versions). They're only money. So it's effective to snag those and Cerebral Boosters for example, especially if you're using a variant where LOG is back in hacking.
Make more sense now?
Not really. Magic does not limit the rating. It limits your Magic Points you can spend. The arbitrary limit was NOT one imposed in SR4A and to the best of my knowledge, not based on your Magic Rating. At best, it is limited to SOME powers. E.g. Kinesics is limited to 3.
Check the errata
here. If you can find the quote however, I'll happily eat my hat.
Combat Sense (2) increase your reaction effectively for situations of surprise and costs 1 Magic Point. That means times when your combat hacker would be caught with his/her pants down. This is 2 extra dice which can be applied to Dodge tests or Surprise tests. If you're willing to invest in Gymnastics Dodge, you could make the argument that it is cheaper to invest points in Improved Skill for a non-combat skill is only .25 vs .5 for a combat skill (or Combat Sense). But overall, the usefulness of Combat Sense cannot be denied.
Furthermore it is mechanically far superior to Dodge an attack and soak what is left than it is to soak. If you have an enhanced initiative, even if it is only a lowly Wired Reflexes or Synaptic Booster (1), you are better off spending that first action to Dodge.
Re: the costs of Improved Reflexes, you're not looking at the numbers accurately. For starters, that 1.5 is for Synaptic Boosters (2) going from memory, not rating (3). Secondly you excluded Wired Reflexes and MBW - which must be considered for comparitive purposes. Sure, at the top end Improved Initiative costs 4 Magic Points. But Wired Reflexes (3) and MBW (3) costs 5 Essence.
Even under SR4A, Improved Reflexes (2) only costs 2.5 Magic Points. That's better than Wired Reflexes (2) which takes up 3 Essence. Synaptic Boosters taking 1.5. Ok, sure, Synaptic Boosters are far better for your Magic rating. However you pay out the wazoo to get them. Straight out of chargen, it is not really feasible.
Now bear in mind, the changes in cost to these powers in SR4A is a vast improvement on SR4 and past editions. Under every other edition, there was no reason not to pick cyber over magic. Now, Magic is still preferrable, unless you're loaded with cash AND getting access to betaware or better gear + adapsin + biocompatiblity. This is a much needed and much more balanced answer.
I see what you mean for your build, and yes, if money were no object it is more efficient. But when you have to buy up your Magic rating AND then buy programs, drones, gear AND by cyberware, the costs can very easily blow out.
Out the gate, you have to be cost effective. Which is why I recommend Improved Reflexes (2) and I wouldn't go any higher obviously. Buy the Synaptic Booster (2) later on.
- J.