orly? Well assuming you're correct (no time to look up right now
), that doesn't change the main thrust of my argument, which is that the booster nerfs your essence and nuyen like crazy. And all you get is a very minor boost, you're able to act more times when caught unawares or in a background count.

I disagree, especially for the circumstances the original poster is in. The OP can take both Magician AND Type O System, which means his standard grade bio is considered deltaware for essence costs.
However, even without that, R2 Synaptic Boosters cost 1 essence and 32 BP, grants +2 Reaction and +2 IP, and are always active, no matter what. A Force 3 Health Sustaining Focus sustaining a Force 3 Improve Reflexes costs 9 BP and one focus slot, grants +2 Initiative (not Reaction) and +2 IP, is NOT always active (the spell has to be cast into it and has to be re-cast every single time you cross a ward or astral barrier), IS addictive, and can be removed from the character (physically or magically). Yes, there's a 23 BP and 1 Magic point difference. There's no question that Synaptic Boosters are more expensive. The expense is a phantom issue, however. Magic is the ONLY unlimited stat; you can always get more Magic. So, losing a point of Magic isn't as big a deal as losing a point of another stat would be. And, to be blunt, there's only so much you can spend money on at chargen as a mage. You can't rely extensively on any kind of Focus without serious risk of addiction (and Focus Addiction is nasty), and there's a hard cap on the number of Foci you can use anyway, so IMO it's better to just get a good Power Focus at character creation and then just wait and spend the money you're not going to spend on anything else anyway on top-quality Foci once the game starts. Other than Foci and 'ware, there's really nothing else that costs any significant amount of money that a mage would want, and most of the 'ware is pretty cheap too. So, again, the costs are phantom costs, and the benefits are real and very tangible unless your GM is plays the opposition as idiots.
EDIT: I want to clarify a point that I made above. With the SR4A ruling that additional IPs don't come into effect until the next time you roll initiative, a mage Counterspelling your Improved Reflexes is now insanely effective. He doesn't have to contend with your Counterspelling dice and he only needs 2 net hits to remove your next five to six initiative passes (depending on whether you or he goes first, and assuming you re-cast Improved Reflexes on your next pass). It's an extremely efficient use of his time and resources if he can't be sure he can kill you with one attack. That cannot happen if you use 'ware for your IPs.