The other Bandit
Detection has not been a problem.
My character imposes a threshold 4 test to detect each individual illegal item, since standard grade items are threshold 1 and my characters has 6 or more implants. This means that he'd have to walk through rating 4 or higher scanners as they are limited by their device rating.
If if really want to go all out on concealment get deltaware spurs and 4 or more implants, and no scanner in the world will be able to detect it since the threshold will be 7...
Manned scanners are harder than autonomous ones, as a person performs a typical Perception test whereas a scanner uses it's Device rating as it's dice pool. That means that when unmanned even a Rating 6 MAD / cyberware scanner only has 6 dice to hit my threshold 4. If the scanner is manned, I walk through and hope that my hacker friend does what he gets paid for...
I originally had a silenced cyber SMG with an external clip port, but changed it to a silenced machine pistol with just the silencer to make room for armor, agility, and strength enhancements, in an obvious cyberlimb. So far I have yet to use it, but knowing that if I get into a situation where I have to, I can throw out three long burst from a silenced machine pistol at close range with APDS ammo, meaning a non-surprised (if they somehow see the move coming) -5 to defense and -4 AP at a base DV of 6. That's worth the capacity hit to my mind. SMG would have been better at 7P and far better range, but I figure if I'm in a situation where I have to use a cyber implant weapon I'm likely to be up close and personal real soon.
The other arm contains the cyber shock hand and the spur (with the spur coming out of the elbow like Adam Jensen's can), meaning I carry at least three highly concealed weapons on my person at all times. Hah, it's not only mages that get to be weapons all by themselves...