QUOTE (darthmord @ Dec 28 2010, 11:42 AM)

Be that as it may, it was easily possible to make a superior NPC in older editions. Under SR4/SR4a RAW, not so much. The top end cap was lowered in such a way as to make it not hard to reach from a starting PC. Thus the difference between a powerful NPC and a starting PC is significantly lessened.
Sure you can give him such things as you mentioned but some of the will simply have to be handwavium as there isn't that much stuff (perks, 'ware, etc) to boost hacking abilities.
IOW, the advancement track between beginner & best in the world was significantly shortened. Older editions didn't have this problem as they had a much higher 'cap'.
I have to agree with you here. The main thing that would separate Fastjack from any normal hacker would be high end programs which might give him a couple extra dice, and having a larger range of skills at 6. I mean, there isn't any hacking ware that you can't get from the start, and you can even get a 7 skill from the start. You can also manage all your programs at 6, and logic doesn't actually factor into hacking at all. So, the big difference is whatever arbitrary program rating you want to give him, and that number -6 is going to be the DP advantage that Fastjack will have over a starting hacker. Maybe up to 2 more dice than that in areas that the starting hacker has to leave their skills at 4 for now. The point here is that for all of Fastjack's amazing skill, he is still only marginally better than a starting hacker.
Same can be easily said for street sams for the most part. Sure, the super experienced one might have a couple extra cool little ware tricks and some better auxiliary skills, but they're both going to have virtually identical attack and defense pools. The area where you'll have the largest difference between a starting character and an experienced one is going to be Awakened and Resonant characters. TMs in particular show serious improvements with time as they gain access to more (And much higher rating) Complex Forms, and improved resonance increases their fading pool, letting them thread more easily, and they can perhaps afford to sacrifice some resonance to gain some ware at that point, which could increase their fading resistance even more. Mages are similar, but perhaps a bit less effected by access to a wider range of spells. Metamagics however can make an impressive difference, especially things like the counterspelling one at higher initiation levels.
Adepts run into a similar problem as sammies, though not quite as badly. They can after all continue to increase combat sense and/or armor indefinitely until they're impossible to harm, and increase critical strike until they can destroy tanks with a single blow, but beyond that they tend to see similar attack pools as each other, and improvement means more branching out than improvement in the specialization.
I don't know, perhaps this is more of a problem with how we look at starting characters than anything else. Perhaps starting characters should be thought of those who have risen to the top in their chosen field (Hacking, combat, etc) but haven't yet been able to branch out. Perhaps your average 400 BP character is supposed to be nipping at the heels of Fastjack in the realm of hacking, because a 400 BP hacker represents a hacker that is at the top of the game, but a 400 BP hacker also represents a hacker that is still fairly lacking in the physical realm.