QUOTE (LurkerOutThere @ Jun 16 2011, 09:14 AM)

Nu'uh it's totally a measure of how connected your soul is, and if you don't have much of a soul left (low essence rating) your totally a soul less machine and hard to heal. Real people with real feelings practice magic and angst about it a lot, all street sams are unfeeling sociopaths because of their low essence.

Ok, so... basically... the entire section of ware needs to be reworked for a consistent cost model.
Basically, since it's ONLY a game balance thing, it should have some sort of underlying mechanic:
You gain a die, and it cost so and so much essence, and so and so much

(perhaps with a difference based on how often it's applicable: A die to Agility should be worth more than a die to athletics.)
You gain an IP, it costs so and so much
You gain an obscure non-numerical effect, so you have to look more closely at what it does, and then assign costs
And then there is just basically the differentiation between bio and cyber, and the other new spiffy stuff:
Bio does it for more money and less essence, and cyber does it for less money and more essence. It gets iffy when high-grade ware is concerned, since basically for the same effect and essence cyber should never get more expensive than bio.
Now there SHOULD be another way to do it, too: Basically you don't give a crap about the cost at first, just like the books do, but then you simply make market price adaptions until people start getting the ware:
If NOONE ever takes a piece of ware you start making it cheaper and cheaper until it's bought by someone.
If EVERYONE gets the same ware, you start making it more expensive, until people at least think about getting it
The same could go for weird races and such. For every new pixie mage that's created, increase the cost by a BP or two.
If you did that for a larger online community it should eventually produce a passable cost model.