QUOTE (apple @ Aug 20 2014, 06:38 PM)

No, non-military programs went from 1-6. Military grade programs started at 7. But of course you are invited to run with rating 6 programs against rating 10 nodes with rating 10 programs. I can understand that WAR! was not the most popular book in SR4 (personally I hate it from the bottom of my rotten heart), but it still redefined was "good matrix ratings" were.
Doesn't matter, still not available to the "real hacker" from start anyway. And besides, those rating 10+ programs are still available on the pirate net. Add stupid optimization option once again and you can run even that on a basic commlink. Granted you need to go up to 5 but still a starting commlink that is pretty cheap does the job. A bit more fiddly swapping is required but argument still stands.
QUOTE (apple @ Aug 20 2014, 06:38 PM)

I am quite sure, that a main skill of 7 and all support skills on 6 do not cost 22 karma (Hacking, Cybercombat, data search, hardware, software and computer). Remember you brought up the godly hacker. And if you want have all the supporting ware you had to sacrifice most part of your essence and money as well (from Encephaplon to Pushed-Genemod). Of course you can hack without tha - but then you are not pushing the limit, but you are just ok for your everyday milk matrix run.
You don't need that. Agents.. pirated cheap agents with all relevant skills at the level you want. With the WAR crap you even get rating 10 here too. Something that you can not get as a normal character. WAR changes nothing in terms of "pirated stuff + retarded program options makes ratings trivial for everyone" being a problem. UW is a disaster, even worse than WAR and WAR sucked!
QUOTE (apple @ Aug 20 2014, 06:38 PM)

Maybe, but it is still allowed. Everything else is a house rule.
SYL
So is taking jazz, cram and rating 2 wired reflexes for 5t6 +5 extra initative. Or placing buff spells in F1 foci and use reagents or edge to make them effectively Force 10.
It can't be the intention, can it?
And finally to this post, where I want to stop arguing my case and just agree.
QUOTE (apple @ Aug 20 2014, 06:38 PM)

Well, I would rather have tried a more successful way: buffing instead of nerving. Because people, especially in a game, want to to awesome thing. And they dont want to sacrifice every essence point and nuyen chip to to be ... average.
Make Cyberware awesome!
Make cyberlimbs able to jump on roof tops!
Make cyberarms strong enough to punch through walls!
Make cybereyes/smartlink good enough that people WANT the cyberware.
Remove overcasting and too cheap copies of cybernetic abilities with adepts or spells.
Et voila, you don´t need niche protection. If your system/world has fallen to such a low level that one of the most iconic cyberpunk characters (hacker/street sam) needs nice protection you dont solve the problem with increasing essence and nuyen cost by a factor of 10 (in some cases). It only leads to "Wow, I have to pay 1 fucking millions bucks just to get a +1d6 to my pool, while the mages rocks with invisibility, levitation, fireballs and mind rape? And I have to pay with 4 Essence for what exactly? I switch!"
This is a completely different approach. It requires insane amount of house rules that would not only start by tossing things like silly stacking (of any kind) out of the window and make things
good, fun and interesting out of the box without requiring cheesy combos or excessive modding to work.
Machine guns that actually work without overmodding recoil compensation, cyberware that is both iconic good and fun, magic that is magical instead of stupid and so on.
So, let me first start by saying that I completely agree with your initial analysis and that the path of "lets make everything really expensive so only dedicated sams have any cyberware" might not be so good.
That said, I have a few comments to add regarding mages.
It is that mages are not so good at the toolbox part as they might seem. Sustaining and how sustaining penalties work makes sustained spells near useless and a mage will at most have one or maybe an alternative one that she can use on special non combat situations. Adepts also have a very limited pool of power points for utility.
Fun utility stuff for both mages and adepts are extremely crappy and terrible. Basic raw (boring) boosts to stats and skills are the main stream way to go and overshadows all fun even for them.
Consider the scenario:
Mage A wants to beef up her defences to avoid getting killed. She cast Increase Body, Armor and Combat Sense to get some nice boost to damage resistance and then adds some nice defence on top of that.
She is amazingly good and rolls 4 hits on her spells to get +4 body, +4 armor and +4 in all defences. Sounds amazing? It isn't.
She now has -6 to every test except drain resistance thanks to sustaining 3 spells.
So, she has from start given herself -2 net defence (+4 from combat sense, -6 from sustaining) to avoid attacks and a net +2 damage resistance but is also effectively blind and deaf with -6 to perception. In addition she can't remember even basic details (she probably have 0 or very few dice left in memory tests) and all her knowledge about evil spirits or even where local gangs might be located are reduced to kindergarten level.
She is also so gullible it isn't funny. Any con attempt automatically succeeds since she has near zero dice to resist. And she probably has to take the next day off because she has -6 to resist getting a cold.
-2 to
all tests is cripplingly stupid design.
That is why Ball lightning, Ice sheet and Mind rape is so mainstream because they are one of few spells that actually do what they say on the tin. Casting Armor actually makes you take MORE DAMAGE, that is counter intuitive.
You get one sustaining foci and that is for Increase Reflexes only, maybe add focused concentration to get + in your drain stat but mages are feeling terribly annoyed at their situation too. Their "cool stuff" is too expensive and craptastic just like the cyberware is.
To get rid of the magicrun feeling we also have to buff mages, strange as it sounds.
I'd love to go in more detail on this topic but I fear it is derailing this one. I'll try to start a new one tomorrow, unless you beat me to it. I'd love to hear more ideas of the "awesome cool cyber" that would replace the mediocre expensive stuff that SR5 has today.