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My preference aside, is there agreement that regardless of what we land on we should have a unified system for both chargen and advancement?
That seems to be the general theme. Alternate methods (such as priority gen, which you mentioned) can be given in some splat book, but the core preferred method should be the same.
Actually mentioning priority gen reminds me of something I wanted to bring up: In the old days, if Money was priority one, you could get 1,000,000 nuyen starting cash. Nowadays, the cap is 250 no matter how much you're willing to invest in it (okay take that back, there is a quality that can raise that as high as 300k, but it's pretty inefficient).
Just a thought, but what if non-awakened characters didn't have a cap on how much karma/BP they can invest into money? This would allow raising the prices on certain things, and at least put the mundane on better footing when starting out, if not fixing the room to grow problem (which would ideally be addressed via skills being uncapped, since non-awakened have so many other karma sinks, nonawakened characters will have generally higher attribute and skill levels).
For example: If we condense programs greatly for hackers, making buying a new program much like buying a gun, your main cost as a hacker should come from a badass commlink. A rating 6 commlink should take about the same investment as getting 6 Resonance. However, 6 resonance is 105 karma. That is 262,500 nuyen worth of karma, or higher than the cap. That investment actually isn't so terrible if you don't have a money cap, but if your money is capped even if the cap is raised slightly to accomodate, it's eating too big a chunk
Then you have complex forms for technos that do special things or provide bonuses to certain things, rather than just being required to function, and on the hacker end you have program options and commlink upgrades that provide similar options (ideally they would have some options shared and others unique to them, so there's an advantage to either).
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I think I saw this proposed briefly way back in the thread as well.
Yeah I suggested it some time ago, and mentioned it again just a few posts up when doing numbers for the suggested free skills from attributes system. Personally I like it a lot, but I'd still leave armor encumbrance based on body, or reworked to something different entirely. To help races that have Body bonuses, just add up their other modifiers, to see what effect it has on Body/Will, and apply another modifer directly to body/will to get it to where it's supposed to be at the average level.
ie you have Troll, which is +4 Bod, -1 Agi, +4 str, -2 Cha, -1 Int, -1 Log. So he should normally have a +4 Body, +0 Will. With the stat averaging, he ends up with +1 Body, -1 Will. So you keep Body/Will racial mods... but now the Troll's Body Mod is +3 (giving him a total +4), and his Will Mod is +1 (bringing him back up to +0). If you think Trolls are too durable, then that's something to reconsider and you might reduce that body mod (say to only a +1, so his net body is only +2).
edit: I forgot to respond to the main point of the post!
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Just to put this out there, I would personally prefer getting rid of Karmagen, and just going with BP for both chargen and advancement.*snip*
Generally, Karma is considered better because it incorporates scaling costs, so it has a sort of soft cap built in. The difference in BP or karmagen is generally do you want people encouraged to generalize a bit, or do you want to encourage specialization. Because BP gen is pretty heavily leaning towards specialization. While I do think specialization is a good thing, a couple of low rating skills should cost more than a legendary skill, and a legendary skill should make a huge impact on how good you actually are.
I can see the appeal of wanting lower amounts of points, and I can definitely see the appeal of being able to increase stuff more often (relatively slow or arbitrary progression is one problem I have with SR), but I really do think Karma is the better way to go from a game design perspective.