QUOTE (bannockburn @ May 24 2013, 05:45 PM)

It's a collaborative experience. If you're butthurt about the mage being 'better' (and I still maintain, that he's only different), play Cyberpunk or any other kind of campaign where there are no mages. It's really that easy.
Correct. It's a collaborative experience. That means all parties must be contributing. Fortunately, Shadowrun doesn't have the same degree of problem that D&D has with magic, but it's still exists. I want to explain the D&D problem just so that you understand what I'm talking about and because having a comparison to illustrate against is useful. D&D has multiple types of problems that need to be solved. If you take a plain old fighter, he's really only good when it comes to bashing in the heads of things and not much else. A rogue is better because he has skills which let him sneak around, get from point A to point B, and also has skills to get into other places. The rogue and fighter can get along together pretty well and can coexist. The rogue can't really deal with combat without a flank buddy and the fighter gains a huge benefit from having the mobile and sneaky rogue. The problem is the wizard. The wizard has spells. The wizard can know all spells. Any situation that the fighter or rogue can solve, the wizard can solve it with a spell. You need to get into this room? I'll teleport. You need to get up this cliff? I'll cast fly or spider climb. I need to end this encounter? I cast sleep or prismatic spray. The fighter and rogue are practically useless. For all intents and purposes they're basically the wizard's companions to haul stuff around or do things if the wizard can't be in multiple places at once (which I think there's a spell for that). It's to the point where D&D has a tier system that categorizes classes so as to provide a guideline to understand where on the power/utility curve a class lies so that players can all around a 1-2 tier range so that everyone is roughly similar. However the tier system is based around the assumption of equal levels of optimization. So even a non-powergamer playing a wizard is still going to have more tools and more potency than the non-powergamer fighter.
Shadowrun has the same problem but not to the same degree that D&D does because the awakened don't necessarily have tools that are useful for all situations. Awakened just aren't going to be as good of hackers as the hacker or technomancer. Awakened do have spells that make the mundane sneaker pointless. They have astral projection. They have spells which make basically any street samurai pointless by ending combat before it starts or totally avoiding it which is preferable just on the merit of wounds alone.
Nor can we going on about specific builds for the sammy which have a great effect in one tool area than the mage. The mage will still probably do it more efficiently while not needing to give up more tools. The sammy will probably be giving up more options to obtain that level of competence. Specific build, to use D&D tier lingo, may push a class up or down a tier. The only thing we have to look at is the average and the average in Shadowrun consistently puts the sammy well below the mage in terms of tricks and tools. The sammy may be able to perform better in combat than the mage, but the mage probably has tools that make combat unncessary. To put it another way, the Sammy's toolbox is usually "Beat it until it's dead." or "Shoot it until it's dead." and both of those tools are only useful in a situations where making things dead is a viable solution.
Nor can we go into world/story specific situations which make a mage less effective, such as background count areas especially if they're known. There's no reason for a team with a mage to take a job the know is in an area with a background count or would even suspect it exists. Full stop.
You can go on about a collaborative experience, but the simple fact is that the system requires a gentlemen's agreement that the game doesn't devolve into "Why do we need a sammy?" That's a defect in the system. The defect can also be illustrated by the slogan "Geek the mage first."
But Shadowrun also has this problem even within an archetype. It's a fundamental flaw regarding a point buy style system in Shadowrun. It has a pretty high optimization ceiling and floor. The last time I played we did no-magic combat heavy game. So all of our characters were essentially street sammy's with some other areas of expertise mixed in so we had to be strong in our areas while also being broad in efficacy. One of the three players was rather dejected about his character because he felt that he was significantly weaker in combat than the other two characters and had very little to contribute. So the other player and myself started looking over his character. We found a stupid number of ways to keep his power the same and free up karma. I think we ended up securing about 70 karma on an 800 karma build when it was all done and said without making his character weaker.