Copy-editing Movement from SR3 resulted in a possible error: In SR3, Speed was at meters per Combat Turn, so Movement on a Vehicle would boost its Speed with hits*acceleration rate meters. That'd could boost for example a Rapier with hits*10 meters, which means that rolling 5 hits would make it move 25% faster.
In SR5, Speed is not a straight number anymore. As such, applying the same boost to Speed results in insane numbers. The copy-editing also results in confusion on "terrain that the critter controls" and the way it talks about Acceleration/Deceleration, but let's leave those aside for a moment.
Q: Should Movement read "add the result to (or subtract it from) the vehicle's Movement Rate in the next Combat Turn", meaning 5 hits vs a vehicle with 3 Acceleration would result in it going 15 meters faster/slower?
Perhaps a rebalancing is required since Acceleration is now also exponential so the numbers are lower, resulting in far lower results of the multiplication. I'd understand, for example, if it was done x5 or so, so that scoring 5 hits vs a Scorpion would result in a speed difference of 50 meters.