To answer your EMP question:
Cyberware is left OK, as the EMP does not hurt it.
SOME gear may be fried, some not. All depends on if it is shielded or not. (some gear actually states if it is EMP shielded!)
I'm not questioning your correctness, but I would like to know the reference for cyberware continuing to work.
Under EMP grenades in arsenal:
EMP Grenade: Th is weapon does not detonate like a normal
grenade, instead sending out a powerful electromagnetic pulse
designed to create damaging current and voltage surges in electronic
items. Th ough most electronics in 2070 are optical based,
an EMP blast can still aff ect power supplies, anything linked to an
antenna or electric cable, or older/cheaper devices with integrated
circuits, transistors, inductors, or silicon chips.
Most cyberware is
also unaffected; RFID chips, however, are extremely vulnerable
to EMP attacks.
The gamemaster determines what devices are affected. Each
affected device within a 10-meter radius makes a Device Rating x
2 (3) Test; reduce the threshold by 1 for 2 meters outside of that
radius. Items that fail the test burn out, have their data erased, and
may even catch on fi re or explode from the power surge. At the
gamemaster’s discretion, even optical devices like commlinks will
lose 3 points of Signal rating as their antennae are affected.
Other then that. Page 92 and 105 of Unwired also talk about EMPS, and both barely make mention of cyberware, except to say that if your have really old tech, your could be affected.
Annndd.... That is it for EMP. For EMP in 5e, so far in the corebook it is mentioned twice, on in a piece of fluff, and the about stealth tags being resistant to EMP... and that is it.
So far, there are no EMP weapons to worry about, unless you update arsenal and the HERF gun and EMP grenades... and borth make mention that most cyber is unaffected, but might lose signal rating, thus connection the matrix for a time..