First, I just reviewed sr5
Npcs and archetypes have waaaaaay more dice than in sr4
So I now understand the strength of your reactions.
So yes my numbers were way too low.
My goals are two fold:
(1) does it make sense to equate dice pools with power level: can you thus use dice pools meaningfully to set expectations at character start. I don't think the resource rules get at the core issue since some players/classes can be very powerful with lower priorities and resources than others.
(2) a very secondary question is a gut check on what these levels are.
Longer rambling:
It seems like the priority system is okay, but not great at balancing power levels when you have different types of players. (Guy A can't make an sr4 char without react and form fitting. Guy B can't be bothered with splat book power creep and stops at simple skill plus attribute plus wired reflexes plus "cool" stuff.)
Additionally, the example of how easy it is to get 15 dice is what I'm trying to address.
You use even street scum rules, someone is still going to pull out a 15 die firearms adept.
It seems like if you wanted a ganger level game at start, just saying use street scum rules isn't enough. Unless you want military sharpshooters you end up needing dice caps still.
It seems to me like two things would help in games of any level:
(1) hard caps would give all players a real understanding of expectations. If the cap is 16, guy A will stop at 16 and diversify and guy B will be able to say "okay, so that's how I compare to other players"
(2) clear thresholds of power level expectation spelled out at char gen:
(A) you can do this but not reliably when the drek hits the fan
(B) you can do this reliably against joe security guard/contribute meaningfully to parties and social encounters/hack basic stuff.
(C) you are effective and can do this task in place of a specialized character
(D) this is your niche
I honestly would expect max in a primary skill.
So if max was 12, the party could survive with a guy with 10 in social skills if they had no face, and someone with 8 dice could help in that aspect, and under six the skill was barely worth having.
It seems to me if your goal into get everyone at the same power level, you need to create a consensus about power level (dice pools).
I also see frequent complaints that say decker a better than technomancer a because adept dockers can break 20 dice easily. With a hard cap, once a player know they can reach that cap, they are free to do anything they want with that character without feeling they are letting the team down. "Man I wish we had guy A's decker!"
similarly, my experience is that chars are even LESS willing to spread skills after game starts, because isn't the skill cap 12 now? Gotta get 12 in firearms first- at least one person won't stop until max. Anything less than max possible feels second rate!
Another example I had a char who wanted to to be a Mage who liked hacking. Because our hacker was super min maxed, having 12 dice imade the Mage feel like a dumb amateur because the expected OpFor needed to at least give the hacker a chance to fail. (This example doesn't work in sr5 I know). Similarly, if the face rolls 18 social dice, you're a rube with 8.
But also: before the game started, he (mage) had no way of knowing that 7 logic and 5 skill was meaningless in that campaign ( I wasn't gaming, I was a mystic adept who used touch range spells. Force 12 stun touch)(thank god sr5 fixed that!). (Playable because said Mage wannabe hacker started with only 10 sorcery dice, and I was initiated and super lovingly crafted. Also: 4 initiative passes)..
Back to something I said earlier and why I was surprised:
I recall sr 4 archetypes having 8-12 dice pools and professional rating 3 Npcs rolling 6-7 dice, with professional rating 6 getting 12 dice.
Pcs always had 16 plus.
in contrast, the archetypes do seem better in sr5.
Street Sam: 15 dice with long arms and pistols
Covert ops 11 sneaking, 8 firearms (really?)
Shaman: 7 dice sorcery, 9 conjuring
Combat Mage: 11 sorcery (no totem or specialization)
Adept: 14 unarmed combat
Weapon specialist 12 dice with pistols and long arms.
Okay yeah these are Much better than old archetypes. I see why the strong reaction.
NPCs:
Corp sec lieutenant: 8 dice
Special forces: 18
Holy cow: okay, the new skill maxes REALLY REALLY change the game.
And they give Npcs much better cyber now ...
So my numbers were low for sr5 I see that.
it looks like I can tell players:
Security guards: 8
Professionals: 10 (cops, vet sec guards)
Elite: 14
Elite special forces 18
Still, I can see a hard cap of 14-15(+2 specialization) being reasonable.