I really like the amp system. It makes it quite easy for me to introduce various things that were difficult to do in SR5, such as obsolete cyberware, defective gear, or things with odd effects. But one thing I find somewhat annoying is the lack of granularity in the amp costs. By which I mean everything costs the same regardless of utility.
Something like Muscle Toner might grant +1 die to all Agility rolls, while Retractable Climbing Claws might give +1 Reroll on Climbing tests. There's a huge difference in effectiveness between these two things (in fact, the first does everything the second does slightly better), but they both cost the same Essence and amp points/karma. This plus the fact that every thing Cyber costs 1 Essence makes it hard to justify taking any of the many minor bits of cyber in favor of the big effect items.
Anyone else thing this is unfortunate or have given thought to ways to address this?